My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

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.

Skeletons Wizard Balloon P.E.K.K.A 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 The Log

Punishments

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

Mini P.E.K.K.A 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.

Mini P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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.

Arrows Mini P.E.K.K.A 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.

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.

Skeletons The Log Arrows Mini P.E.K.K.A Lumberjack Wizard Balloon P.E.K.K.A

Shortest cycle

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

10 Skeletons The Log Arrows Mini P.E.K.K.A

Attack Synergies 3 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.

Skeletons
Arrows
Balloon P.E.K.K.A Mini P.E.K.K.A Lumberjack
Mini P.E.K.K.A
Arrows Wizard The Log Lumberjack
Wizard
Mini P.E.K.K.A Balloon P.E.K.K.A Lumberjack
Balloon
Arrows Lumberjack Wizard The Log
P.E.K.K.A
Arrows Wizard The Log Lumberjack
The Log
Mini P.E.K.K.A Balloon P.E.K.K.A Lumberjack
Lumberjack
Balloon Arrows Mini P.E.K.K.A Wizard P.E.K.K.A The Log

Defense Synergies 2 13

Skeletons
Mini P.E.K.K.A Wizard P.E.K.K.A The Log Lumberjack
Arrows
Mini P.E.K.K.A P.E.K.K.A Lumberjack
Mini P.E.K.K.A
The Log Skeletons Arrows Wizard
Wizard
Skeletons Mini P.E.K.K.A P.E.K.K.A The Log Lumberjack
Balloon
P.E.K.K.A
The Log Skeletons Arrows Wizard
The Log
Mini P.E.K.K.A P.E.K.K.A Skeletons Wizard Lumberjack
Lumberjack
Skeletons Arrows 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.

Wizard The Log
Mini P.E.K.K.A P.E.K.K.A Lumberjack Skeletons The Log
Mini P.E.K.K.A P.E.K.K.A Lumberjack Skeletons
Mini P.E.K.K.A P.E.K.K.A Lumberjack Skeletons
Arrows Mini P.E.K.K.A P.E.K.K.A The Log Lumberjack
Arrows The Log Skeletons Lumberjack
Arrows Wizard
Arrows P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Skeletons Lumberjack
Skeletons Mini P.E.K.K.A Lumberjack
Skeletons Arrows Wizard The Log Lumberjack
Arrows Wizard
Mini P.E.K.K.A P.E.K.K.A Lumberjack Skeletons Wizard The Log
Wizard Arrows Mini P.E.K.K.A P.E.K.K.A The Log Lumberjack
Mini P.E.K.K.A P.E.K.K.A Lumberjack
Mini P.E.K.K.A P.E.K.K.A The Log Lumberjack
Wizard Skeletons Arrows Mini P.E.K.K.A P.E.K.K.A Lumberjack
Arrows Wizard The Log Lumberjack
Arrows Wizard The Log Lumberjack
Mini P.E.K.K.A P.E.K.K.A Lumberjack
Wizard Arrows Mini P.E.K.K.A 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.

Mini P.E.K.K.A Lumberjack Skeletons P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard The Log Lumberjack
P.E.K.K.A Lumberjack Skeletons Mini P.E.K.K.A The Log
Mini P.E.K.K.A P.E.K.K.A Lumberjack The Log
P.E.K.K.A Skeletons Mini P.E.K.K.A Lumberjack
Arrows Wizard Skeletons
Mini P.E.K.K.A P.E.K.K.A Skeletons Lumberjack
Mini P.E.K.K.A P.E.K.K.A Lumberjack
P.E.K.K.A Skeletons Mini P.E.K.K.A The Log
P.E.K.K.A Skeletons
P.E.K.K.A Mini P.E.K.K.A Lumberjack
P.E.K.K.A Arrows The Log
Mini P.E.K.K.A P.E.K.K.A Skeletons Wizard Lumberjack
Wizard
Skeletons Mini P.E.K.K.A P.E.K.K.A The Log Lumberjack
Arrows Mini P.E.K.K.A Wizard P.E.K.K.A The Log
Arrows

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 The Log
Arrows The Log
Arrows The Log
Arrows The Log
Wizard Arrows The Log
Arrows Wizard
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard
Mini P.E.K.K.A Lumberjack
Arrows Wizard The Log
Arrows Wizard
The Log
Arrows
Arrows The Log
Arrows Wizard The Log
Arrows Wizard The Log
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard The Log
Arrows Wizard The Log
The Log
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Wizard
Arrows The Log Wizard
Arrows Wizard The Log
Arrows The Log
Arrows Wizard
Wizard
Mini P.E.K.K.A
Arrows Wizard The Log
Arrows
P.E.K.K.A
Arrows Wizard The Log
Arrows Wizard
Arrows The Log
Mini P.E.K.K.A Wizard Lumberjack
Arrows The Log Wizard
Arrows
P.E.K.K.A
The Log
The Log
P.E.K.K.A
Wizard

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