My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Archers Mega Minion 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.

Archers Mega Minion Giant P.E.K.K.A Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Fireball

Punishments

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

Giant Lumberjack

Pump responses

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

Fireball

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

Ladder info

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.

Mega Minion P.E.K.K.A

Strong when overleveled

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

Fireball

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.

Fireball 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.

Zap Archers Mega Minion Fireball Electro Wizard Lumberjack Giant P.E.K.K.A

Shortest cycle

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

12 Zap Archers Mega Minion Fireball

Attack Synergies 7 12

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.

Zap
Mega Minion Fireball Giant P.E.K.K.A Electro Wizard Archers Lumberjack
Archers
Zap Giant P.E.K.K.A Lumberjack
Mega Minion
Zap Giant Fireball
Fireball
Zap Mega Minion Giant Electro Wizard
Giant
Zap Mega Minion Archers Fireball Electro Wizard Lumberjack
P.E.K.K.A
Zap Electro Wizard Archers Lumberjack
Electro Wizard
Zap P.E.K.K.A Fireball Giant Lumberjack
Lumberjack
Zap Archers Giant P.E.K.K.A Electro Wizard

Defense Synergies 3 13

Zap
Mega Minion Fireball Electro Wizard Archers P.E.K.K.A Lumberjack
Archers
Zap Mega Minion P.E.K.K.A Electro Wizard Lumberjack
Mega Minion
Zap Archers Electro Wizard Lumberjack
Fireball
Zap Electro Wizard Lumberjack
Giant
P.E.K.K.A
Zap Archers Electro Wizard
Electro Wizard
Zap Archers Mega Minion Fireball P.E.K.K.A Lumberjack
Lumberjack
Zap Archers Mega Minion Fireball 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.

Zap Mega Minion Fireball Electro Wizard
P.E.K.K.A Lumberjack Zap Mega Minion Electro Wizard
P.E.K.K.A Lumberjack Archers Mega Minion Electro Wizard
P.E.K.K.A Lumberjack Mega Minion Electro Wizard
Fireball P.E.K.K.A Lumberjack
Fireball Zap Archers Mega Minion Electro Wizard Lumberjack
Mega Minion Electro Wizard Zap Archers Fireball
Zap Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A Lumberjack
Archers Electro Wizard Lumberjack
Archers Electro Wizard Zap Mega Minion Fireball Lumberjack
Mega Minion Zap Archers Fireball Electro Wizard
P.E.K.K.A Lumberjack Zap Fireball Electro Wizard
Fireball Zap Mega Minion P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Zap Fireball P.E.K.K.A Electro Wizard Lumberjack
Fireball P.E.K.K.A Electro Wizard Lumberjack
Fireball Zap Archers Mega Minion Electro Wizard Lumberjack
Zap Archers Mega Minion Fireball Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Archers Fireball 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 Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Archers Mega Minion Lumberjack
P.E.K.K.A Lumberjack Zap Electro Wizard
P.E.K.K.A Lumberjack Zap Fireball Electro Wizard
P.E.K.K.A Lumberjack
Fireball Zap Archers Electro Wizard
P.E.K.K.A Archers Mega Minion Fireball Electro Wizard Lumberjack
P.E.K.K.A Lumberjack
Zap P.E.K.K.A Electro Wizard Mega Minion Fireball
P.E.K.K.A Mega Minion
P.E.K.K.A Mega Minion Lumberjack
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Fireball Lumberjack
Archers Fireball
Electro Wizard Zap Archers Mega Minion Fireball P.E.K.K.A Lumberjack
Zap Archers Mega Minion Fireball P.E.K.K.A 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.)

Fireball
Fireball Zap Electro Wizard
Fireball
Fireball
Fireball Zap
Fireball Zap Mega Minion
Archers
Fireball Zap
Fireball Zap
Fireball Electro Wizard Lumberjack
Zap Fireball Electro Wizard
Fireball Zap Archers
Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball
Fireball
Zap Archers Mega Minion Fireball Electro Wizard
Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Fireball
Mega Minion
Fireball Zap Electro Wizard
Fireball Zap
Fireball Zap
Zap Archers Fireball Electro Wizard
Zap Electro Wizard Mega Minion Fireball
Mega Minion Fireball
Zap Fireball
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball
Zap Electro Wizard Archers Fireball
Fireball Zap Archers Mega Minion Electro Wizard
Fireball
Fireball Mega Minion Electro Wizard Lumberjack
Zap Fireball
Zap Fireball
Mega Minion P.E.K.K.A
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard

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