My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Missing cards in your collection

Wall Breakers

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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

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

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.

Wizard P.E.K.K.A 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 Fireball Rage Poison The Log

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.

Fireball Poison

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard Poison The Log

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.

Rage Poison 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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage The Log Fireball Poison Lumberjack Wizard P.E.K.K.A

Shortest cycle

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

10 Zap Rage The Log Fireball

Attack Synergies 3 11

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
Fireball P.E.K.K.A Poison The Log Lumberjack
Fireball
Zap The Log
Wizard
Rage P.E.K.K.A Lumberjack
Rage
Wizard
Poison
P.E.K.K.A Zap The Log
P.E.K.K.A
Zap Poison Wizard The Log Lumberjack
The Log
Zap Fireball Poison P.E.K.K.A Lumberjack
Lumberjack
Zap Wizard P.E.K.K.A The Log

Defense Synergies 3 10

Zap
Fireball Poison P.E.K.K.A The Log Lumberjack
Fireball
Zap The Log Lumberjack
Wizard
P.E.K.K.A The Log Lumberjack
Rage
Poison
Zap The Log
P.E.K.K.A
The Log Zap Wizard
The Log
Fireball P.E.K.K.A Zap Wizard Poison Lumberjack
Lumberjack
Zap Fireball Wizard The Log

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 Fireball Wizard The Log
P.E.K.K.A Lumberjack Zap The Log
P.E.K.K.A Lumberjack
P.E.K.K.A Lumberjack
Fireball Poison P.E.K.K.A The Log Lumberjack
Fireball The Log Zap Lumberjack
Zap Fireball Wizard Poison
Zap Fireball Poison P.E.K.K.A The Log
P.E.K.K.A Lumberjack
Lumberjack
Poison Zap Fireball Wizard The Log Lumberjack
Zap Fireball Wizard Poison
P.E.K.K.A Lumberjack Zap Fireball Wizard The Log
Fireball Wizard Zap Poison P.E.K.K.A The Log Lumberjack
P.E.K.K.A Lumberjack
Zap Fireball P.E.K.K.A The Log Lumberjack
Wizard Fireball Poison P.E.K.K.A Lumberjack
Fireball Zap Wizard The Log Lumberjack
Zap Wizard Poison The Log Fireball Lumberjack
P.E.K.K.A Lumberjack
Wizard Fireball Poison P.E.K.K.A The Log Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap Fireball P.E.K.K.A
Fireball Poison Zap Wizard The Log Lumberjack
P.E.K.K.A Lumberjack Zap The Log
P.E.K.K.A Lumberjack Zap Fireball The Log
P.E.K.K.A Lumberjack
Fireball Wizard Poison Zap
P.E.K.K.A Fireball Lumberjack
P.E.K.K.A Lumberjack
Zap P.E.K.K.A Fireball Poison The Log
P.E.K.K.A
P.E.K.K.A Lumberjack
P.E.K.K.A Zap Fireball Poison The Log
P.E.K.K.A Fireball Wizard Lumberjack
Wizard Fireball
Zap Fireball Poison P.E.K.K.A The Log Lumberjack
Poison Zap Fireball Wizard P.E.K.K.A The Log

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 Poison The Log
Fireball Poison Zap The Log
Fireball Poison The Log
Fireball Poison The Log
Fireball Wizard Poison Zap The Log
Fireball Wizard Poison Zap
Wizard Poison The Log
Fireball Poison The Log Zap Wizard
Fireball Poison The Log Zap Wizard
Fireball Poison Lumberjack
Poison Zap Fireball Wizard The Log
Fireball Poison Zap Wizard
Poison Fireball The Log
Fireball Poison
Zap Fireball Poison The Log
Zap Fireball Wizard Poison The Log
Fireball Wizard Poison The Log
Fireball Poison
Zap Fireball Wizard Poison The Log
Zap Fireball Wizard Poison The Log
Fireball Poison The Log
Fireball Wizard Poison
The Log
Zap Fireball Poison The Log
Zap Poison The Log Fireball Wizard
Fireball Poison The Log Zap Wizard
Fireball Zap Wizard Poison The Log
Fireball Poison Zap The Log
Poison Zap Fireball Wizard
Zap Fireball Wizard Poison
Fireball
Poison Zap Fireball Wizard The Log
Zap Fireball Poison
P.E.K.K.A
Fireball Wizard Poison The Log
Zap Fireball
Fireball Poison Zap Wizard
The Log Fireball
Fireball Poison Wizard Lumberjack
The Log Zap Fireball Wizard Poison
Zap Fireball Poison
P.E.K.K.A
Zap Fireball Poison The Log
Zap Fireball Poison
Poison Zap Fireball The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: