My Best Clash Royale Deck

Deck Check Rating

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

3 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Firecracker Witch 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.

Firecracker Witch Balloon P.E.K.K.A Electro Wizard Lumberjack Mega Knight Skeleton King

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.

Missing

Punishments

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

Balloon Lumberjack Mega Knight

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 Mega Knight Skeleton King

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.

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Mega Knight Skeleton King

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.

P.E.K.K.A Mega Knight

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.

Witch 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.

Firecracker Electro Wizard Lumberjack Skeleton King Witch Balloon P.E.K.K.A Mega Knight

Shortest cycle

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

15 Firecracker Electro Wizard Lumberjack Skeleton King

Attack Synergies 2 14

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.

Firecracker
Balloon P.E.K.K.A Lumberjack Mega Knight
Witch
P.E.K.K.A Lumberjack Mega Knight Skeleton King
Balloon
Lumberjack Firecracker Electro Wizard Mega Knight
P.E.K.K.A
Electro Wizard Firecracker Witch Lumberjack
Electro Wizard
P.E.K.K.A Balloon Lumberjack Mega Knight
Lumberjack
Balloon Firecracker Witch P.E.K.K.A Electro Wizard Mega Knight
Mega Knight
Firecracker Witch Balloon Electro Wizard Lumberjack
Skeleton King
Witch

Defense Synergies 0 10

Firecracker
P.E.K.K.A Electro Wizard Lumberjack Mega Knight
Witch
Electro Wizard Lumberjack Mega Knight
Balloon
P.E.K.K.A
Firecracker Electro Wizard
Electro Wizard
Firecracker Witch P.E.K.K.A Lumberjack Mega Knight
Lumberjack
Firecracker Witch Electro Wizard
Mega Knight
Firecracker Witch Electro Wizard
Skeleton King

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.

Firecracker Electro Wizard
P.E.K.K.A Lumberjack Firecracker Witch Electro Wizard Mega Knight
Witch P.E.K.K.A Lumberjack Mega Knight Electro Wizard
Witch P.E.K.K.A Lumberjack Firecracker Electro Wizard Mega Knight Skeleton King
Firecracker P.E.K.K.A Lumberjack Mega Knight
Firecracker Electro Wizard Lumberjack Mega Knight
Electro Wizard Firecracker Witch
P.E.K.K.A Electro Wizard Mega Knight
Witch P.E.K.K.A Lumberjack Skeleton King
Firecracker Electro Wizard Lumberjack Mega Knight
Witch Electro Wizard Firecracker Lumberjack Mega Knight Skeleton King
Firecracker Witch Electro Wizard
P.E.K.K.A Lumberjack Mega Knight Witch Electro Wizard
Mega Knight Firecracker Witch P.E.K.K.A Electro Wizard Lumberjack Skeleton King
P.E.K.K.A Electro Wizard Lumberjack Mega Knight Skeleton King
P.E.K.K.A Electro Wizard Lumberjack Mega Knight
Mega Knight Firecracker Witch P.E.K.K.A Electro Wizard Lumberjack
Mega Knight Firecracker Witch Electro Wizard Lumberjack
Witch Firecracker Electro Wizard Lumberjack Mega Knight
P.E.K.K.A Electro Wizard Lumberjack
Mega Knight Firecracker Witch P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Witch P.E.K.K.A Electro Wizard
Electro Wizard Firecracker Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight Witch Electro Wizard
P.E.K.K.A Lumberjack Mega Knight Electro Wizard
P.E.K.K.A Witch Lumberjack Mega Knight
Firecracker Witch Electro Wizard
P.E.K.K.A Witch Electro Wizard Lumberjack
P.E.K.K.A Mega Knight Lumberjack
P.E.K.K.A Electro Wizard Mega Knight Firecracker Witch
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Witch Lumberjack
P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Mega Knight Witch Lumberjack Skeleton King
Firecracker Witch Mega Knight
Witch Electro Wizard Firecracker P.E.K.K.A Lumberjack Skeleton King
Mega Knight Firecracker Witch P.E.K.K.A Electro Wizard Skeleton King
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.)

Firecracker
Firecracker Electro Wizard
Firecracker
Firecracker Mega Knight
Firecracker Witch
Firecracker Witch
Firecracker
Firecracker
Electro Wizard Lumberjack
Firecracker Electro Wizard
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker Witch
Firecracker Mega Knight
Firecracker Electro Wizard Mega Knight
Firecracker Witch Mega Knight
Mega Knight
Firecracker Witch Mega Knight
Witch
Firecracker Witch Electro Wizard
Witch Mega Knight
Firecracker
Firecracker Witch Electro Wizard
Electro Wizard Firecracker Witch
Mega Knight
Firecracker Electro Wizard
P.E.K.K.A Mega Knight
Firecracker
Electro Wizard Witch
Firecracker Witch Electro Wizard
Firecracker Electro Wizard Lumberjack Mega Knight
Firecracker Skeleton King
Firecracker P.E.K.K.A Mega Knight
Firecracker Witch Electro Wizard Skeleton King
Firecracker Witch Electro Wizard
Firecracker Witch Electro Wizard Mega Knight
P.E.K.K.A
Firecracker Mega Knight

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