My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
Mediocre

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Archers Ice Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Archers P.E.K.K.A Ice Wizard Electro Wizard Lumberjack

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Missing

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Earthquake

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Lumberjack

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

P.E.K.K.A Lumberjack

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Electro Wizard Lumberjack

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bats Archers
Giant Snowball
Bats Archers Lumberjack
Zap
Bats Archers
Barbarian Barrel
Archers Ice Wizard Electro Wizard Lumberjack
The Log
Archers Lumberjack
Earthquake
Archers
Arrows
Bats Archers
Royal Delivery
Bats Archers P.E.K.K.A Ice Wizard Electro Wizard Lumberjack
Fireball
Archers Ice Wizard Electro Wizard Lumberjack
Poison
Bats Archers Ice Wizard Electro Wizard
Lightning
Ice Wizard Electro Wizard Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Earthquake Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Bats P.E.K.K.A Ice Wizard

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Ice Wizard Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Zap Archers Earthquake Ice Wizard Electro Wizard Lumberjack P.E.K.K.A

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

10 Bats Zap Archers Earthquake

Attack Synergies 4 13

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Bats
Zap P.E.K.K.A Lumberjack
Zap
Earthquake P.E.K.K.A Electro Wizard Bats Archers Ice Wizard Lumberjack
Archers
Zap P.E.K.K.A Lumberjack
Earthquake
Zap P.E.K.K.A
P.E.K.K.A
Zap Electro Wizard Bats Archers Earthquake Ice Wizard Lumberjack
Ice Wizard
Zap P.E.K.K.A Lumberjack
Electro Wizard
Zap P.E.K.K.A Lumberjack
Lumberjack
Bats Zap Archers P.E.K.K.A Ice Wizard Electro Wizard

Defense Synergies 1 20

Bats
Zap Earthquake P.E.K.K.A Ice Wizard Electro Wizard Lumberjack
Zap
Electro Wizard Bats Archers Earthquake P.E.K.K.A Ice Wizard Lumberjack
Archers
Zap P.E.K.K.A Ice Wizard Electro Wizard Lumberjack
Earthquake
Bats Zap Ice Wizard
P.E.K.K.A
Bats Zap Archers Ice Wizard Electro Wizard
Ice Wizard
Bats Zap Archers Earthquake P.E.K.K.A Lumberjack
Electro Wizard
Zap Bats Archers P.E.K.K.A Lumberjack
Lumberjack
Bats Zap Archers Ice Wizard Electro Wizard

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Earthquake Zap Electro Wizard
P.E.K.K.A Lumberjack Bats Zap Ice Wizard Electro Wizard
P.E.K.K.A Lumberjack Bats Archers Ice Wizard Electro Wizard
P.E.K.K.A Lumberjack Bats Ice Wizard Electro Wizard
Earthquake P.E.K.K.A Lumberjack
Bats Zap Archers Earthquake Ice Wizard Electro Wizard Lumberjack
Bats Electro Wizard Zap Archers Ice Wizard
Earthquake Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Ice Wizard Lumberjack
Archers Ice Wizard Electro Wizard Lumberjack
Bats Archers Ice Wizard Electro Wizard Zap Earthquake Lumberjack
Bats Zap Archers Ice Wizard Electro Wizard
P.E.K.K.A Lumberjack Bats Zap Earthquake Ice Wizard Electro Wizard
Bats Zap Earthquake P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Zap P.E.K.K.A Electro Wizard Lumberjack
Bats P.E.K.K.A Electro Wizard Lumberjack
Bats Zap Archers Ice Wizard Electro Wizard Lumberjack
Zap Earthquake Bats Archers Ice Wizard Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Bats Archers Earthquake P.E.K.K.A Electro Wizard Lumberjack

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Lumberjack Zap Archers P.E.K.K.A Electro Wizard
Electro Wizard Zap Archers Lumberjack
P.E.K.K.A Lumberjack Bats Zap Electro Wizard
P.E.K.K.A Lumberjack Bats Zap Electro Wizard
P.E.K.K.A Lumberjack
Bats Zap Archers Ice Wizard Electro Wizard
P.E.K.K.A Bats Archers Ice Wizard Electro Wizard Lumberjack
P.E.K.K.A Lumberjack
Zap P.E.K.K.A Electro Wizard Bats
P.E.K.K.A
P.E.K.K.A Bats Lumberjack
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Lumberjack
Archers
Electro Wizard Bats Zap Archers P.E.K.K.A Lumberjack
Bats Zap Archers Earthquake P.E.K.K.A Ice Wizard Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Earthquake
Zap Ice Wizard Electro Wizard
Earthquake
Earthquake
Zap Earthquake
Bats Zap Ice Wizard
Archers Earthquake
Earthquake Zap Ice Wizard
Zap
Bats Electro Wizard Lumberjack
Zap Earthquake Electro Wizard
Zap Archers
Earthquake
Earthquake
Earthquake Zap
Earthquake Zap
Earthquake
Earthquake
Bats
Zap Archers Earthquake Electro Wizard
Zap Earthquake
Earthquake
Earthquake Zap
Zap Earthquake Ice Wizard
Zap Earthquake Ice Wizard Electro Wizard
Zap
Zap
Bats Zap Archers Ice Wizard Electro Wizard
Zap Electro Wizard Bats
Zap Earthquake
Zap Electro Wizard
P.E.K.K.A
Earthquake
Zap Earthquake Electro Wizard Bats Archers
Zap Archers Ice Wizard Electro Wizard
Electro Wizard Lumberjack
Zap Earthquake
Zap
P.E.K.K.A
Zap Bats Electro Wizard
Bats Zap Electro Wizard
Zap Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: