My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
RIP

2 warnings Why?

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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 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 Balloon 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.

Balloon

Damage spells

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

Arrows Freeze

Punishments

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

Balloon Lumberjack

Pump responses

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

Missing

Dropped at the bridge

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

Balloon 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Freeze 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 Arrows Freeze 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Ice Wizard Freeze Electro Wizard Lumberjack Balloon P.E.K.K.A

Shortest cycle

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

12 Bats Arrows Ice Wizard Freeze

Attack Synergies 6 10

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
Balloon P.E.K.K.A Lumberjack
Arrows
Balloon P.E.K.K.A Freeze Lumberjack
Freeze
Balloon Arrows
Balloon
Bats Arrows Freeze Lumberjack Ice Wizard Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Bats Ice Wizard Lumberjack
Ice Wizard
Balloon P.E.K.K.A Lumberjack
Electro Wizard
P.E.K.K.A Balloon Lumberjack
Lumberjack
Balloon Bats Arrows P.E.K.K.A Ice Wizard Electro Wizard

Defense Synergies 0 14

Bats
Freeze P.E.K.K.A Ice Wizard Electro Wizard Lumberjack
Arrows
P.E.K.K.A Ice Wizard Lumberjack
Freeze
Bats Electro Wizard Lumberjack
Balloon
P.E.K.K.A
Bats Arrows Ice Wizard Electro Wizard
Ice Wizard
Bats Arrows P.E.K.K.A Lumberjack
Electro Wizard
Bats Freeze P.E.K.K.A Lumberjack
Lumberjack
Bats Arrows Freeze 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.

Electro Wizard
P.E.K.K.A Lumberjack Bats Ice Wizard Electro Wizard
P.E.K.K.A Lumberjack Bats Freeze Ice Wizard Electro Wizard
P.E.K.K.A Lumberjack Bats Ice Wizard Electro Wizard
Arrows P.E.K.K.A Lumberjack
Arrows Freeze Bats Ice Wizard Electro Wizard Lumberjack
Bats Electro Wizard Arrows Freeze Ice Wizard
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Ice Wizard Lumberjack
Ice Wizard Electro Wizard Lumberjack
Bats Ice Wizard Electro Wizard Arrows Freeze Lumberjack
Arrows Bats Ice Wizard Electro Wizard
P.E.K.K.A Lumberjack Bats Freeze Ice Wizard Electro Wizard
Bats Arrows Freeze P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Freeze P.E.K.K.A Electro Wizard Lumberjack
Bats Arrows P.E.K.K.A Electro Wizard Lumberjack
Arrows Bats Ice Wizard Electro Wizard Lumberjack
Arrows Freeze Bats Ice Wizard Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Bats Arrows 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 P.E.K.K.A Electro Wizard
Electro Wizard Arrows Lumberjack
P.E.K.K.A Lumberjack Bats Electro Wizard
P.E.K.K.A Lumberjack Bats Electro Wizard
P.E.K.K.A Lumberjack
Arrows Bats Freeze Ice Wizard Electro Wizard
P.E.K.K.A Bats Ice Wizard Electro Wizard Lumberjack
P.E.K.K.A Lumberjack
Freeze 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 Arrows Electro Wizard
P.E.K.K.A Lumberjack
Electro Wizard Bats Freeze P.E.K.K.A Lumberjack
Bats Arrows Freeze P.E.K.K.A Ice Wizard Electro Wizard
Arrows 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.)

Arrows Freeze
Arrows Ice Wizard Electro Wizard
Arrows
Arrows Freeze
Arrows
Arrows Bats Freeze Ice Wizard
Arrows
Arrows Freeze Ice Wizard
Arrows
Bats Electro Wizard Lumberjack
Arrows Electro Wizard
Arrows
Arrows Freeze
Arrows
Arrows
Arrows
Arrows Freeze
Bats
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows Freeze Ice Wizard
Arrows Ice Wizard Electro Wizard
Arrows
Arrows
Bats Arrows Ice Wizard Electro Wizard
Electro Wizard Bats Freeze
Arrows
Arrows Freeze Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Bats Freeze
Arrows Ice Wizard Electro Wizard
Freeze
Arrows
Electro Wizard Lumberjack
Arrows
Arrows
P.E.K.K.A
Bats Freeze Electro Wizard
Bats Electro Wizard
Freeze Electro Wizard
P.E.K.K.A

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