My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Electro Wizard

Defensive buildings

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

Cannon

Investments

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

Firecracker 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.

Wall Breakers

Damage spells

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

Rage

Punishments

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

Wall Breakers 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.

Wall Breakers 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.

Firecracker 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
Wall Breakers Guards
Giant Snowball
Cannon Wall Breakers Guards Lumberjack
Zap
Cannon Firecracker Wall Breakers Guards
Barbarian Barrel
Cannon Firecracker Wall Breakers Guards Electro Wizard Lumberjack
The Log
Cannon Firecracker Wall Breakers Guards Lumberjack
Earthquake
Cannon Firecracker Guards
Arrows
Firecracker Wall Breakers Guards
Royal Delivery
Firecracker Wall Breakers Guards P.E.K.K.A Electro Wizard Lumberjack
Fireball
Cannon Firecracker Wall Breakers Electro Wizard Lumberjack
Poison
Cannon Firecracker Guards Electro Wizard
Lightning
Cannon Electro Wizard Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker

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 Guards P.E.K.K.A

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.

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.

Wall Breakers Rage Cannon Firecracker Guards Electro Wizard Lumberjack P.E.K.K.A

Shortest cycle

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

10 Wall Breakers Rage Cannon Firecracker

Attack Synergies 1 8

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.

Cannon
Firecracker
Wall Breakers P.E.K.K.A Lumberjack
Wall Breakers
Firecracker Electro Wizard
Rage
Electro Wizard
Guards
Lumberjack
P.E.K.K.A
Electro Wizard Firecracker Lumberjack
Electro Wizard
P.E.K.K.A Wall Breakers Rage Lumberjack
Lumberjack
Firecracker Guards P.E.K.K.A Electro Wizard

Defense Synergies 0 12

Cannon
Firecracker Guards Electro Wizard Lumberjack
Firecracker
Cannon Guards P.E.K.K.A Electro Wizard Lumberjack
Wall Breakers
Rage
Guards
Cannon Firecracker Electro Wizard Lumberjack
P.E.K.K.A
Firecracker Electro Wizard
Electro Wizard
Cannon Firecracker Guards P.E.K.K.A Lumberjack
Lumberjack
Cannon Firecracker Guards 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.

Cannon Firecracker Electro Wizard
P.E.K.K.A Lumberjack Cannon Firecracker Electro Wizard
Cannon P.E.K.K.A Lumberjack Electro Wizard
Cannon P.E.K.K.A Lumberjack Firecracker Guards Electro Wizard
Firecracker P.E.K.K.A Lumberjack
Cannon Firecracker Guards Electro Wizard Lumberjack
Electro Wizard Cannon Firecracker
Cannon P.E.K.K.A Electro Wizard
Cannon P.E.K.K.A Lumberjack
Guards Cannon Firecracker Electro Wizard Lumberjack
Guards Electro Wizard Cannon Firecracker Lumberjack
Firecracker Electro Wizard
Cannon P.E.K.K.A Lumberjack Guards Electro Wizard
Cannon Firecracker Guards P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Cannon Electro Wizard Lumberjack
Cannon P.E.K.K.A Electro Wizard Lumberjack
Cannon Firecracker P.E.K.K.A Electro Wizard Lumberjack
Cannon Firecracker Guards Electro Wizard Lumberjack
Cannon Firecracker Guards Electro Wizard Lumberjack
P.E.K.K.A Cannon Electro Wizard Lumberjack
Cannon Firecracker Guards P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Cannon Guards Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack P.E.K.K.A Electro Wizard
Electro Wizard Firecracker Lumberjack
Guards P.E.K.K.A Lumberjack Electro Wizard
Guards P.E.K.K.A Lumberjack Electro Wizard
P.E.K.K.A Cannon Guards Lumberjack
Firecracker Electro Wizard
Guards P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Lumberjack
P.E.K.K.A Electro Wizard Firecracker
P.E.K.K.A Cannon Guards
P.E.K.K.A Guards Lumberjack
P.E.K.K.A Guards Electro Wizard
P.E.K.K.A Cannon Guards Lumberjack
Cannon Firecracker
Guards Electro Wizard Firecracker P.E.K.K.A Lumberjack
Cannon Firecracker P.E.K.K.A Electro Wizard
Cannon 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 Guards
Firecracker Electro Wizard
Firecracker Guards
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Guards Electro Wizard Lumberjack
Firecracker Electro Wizard
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker Electro Wizard
Firecracker
Firecracker
Firecracker Electro Wizard
Firecracker
Firecracker Electro Wizard
Electro Wizard Firecracker Guards
Firecracker Electro Wizard
P.E.K.K.A
Firecracker
Electro Wizard Guards
Firecracker Electro Wizard
Firecracker Electro Wizard Lumberjack
Firecracker
Firecracker P.E.K.K.A
Firecracker Guards Electro Wizard
Firecracker Electro Wizard
Firecracker Electro Wizard
P.E.K.K.A
Firecracker

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