My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

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 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 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.

Firecracker Ice 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 P.E.K.K.A Ice Wizard 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.

Arrows 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.

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.

Firecracker 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
Firecracker
Barbarian Barrel
Firecracker Ice Wizard Lumberjack
The Log
Firecracker Lumberjack
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker P.E.K.K.A Ice Wizard Lumberjack
Fireball
Firecracker Ice Wizard Lumberjack
Poison
Firecracker Ice Wizard
Lightning
Ice Wizard Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Poison Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Poison The Log 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.

Arrows Rage Poison 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

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.

Rage The Log Arrows Firecracker Ice Wizard Poison Lumberjack P.E.K.K.A

Shortest cycle

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

10 Rage The Log Arrows Firecracker

Attack Synergies 2 9

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.

Arrows
P.E.K.K.A Lumberjack
Firecracker
P.E.K.K.A Lumberjack
Rage
Poison
P.E.K.K.A The Log
P.E.K.K.A
Arrows Poison Firecracker The Log Ice Wizard Lumberjack
The Log
Poison P.E.K.K.A Lumberjack
Ice Wizard
P.E.K.K.A Lumberjack
Lumberjack
Arrows Firecracker P.E.K.K.A The Log Ice Wizard

Defense Synergies 2 12

Arrows
P.E.K.K.A Ice Wizard Lumberjack
Firecracker
The Log P.E.K.K.A Ice Wizard Lumberjack
Rage
Poison
The Log Ice Wizard
P.E.K.K.A
The Log Arrows Firecracker Ice Wizard
The Log
Firecracker P.E.K.K.A Poison Ice Wizard Lumberjack
Ice Wizard
Arrows Firecracker Poison P.E.K.K.A The Log Lumberjack
Lumberjack
Arrows Firecracker The Log Ice 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.

Firecracker The Log
P.E.K.K.A Lumberjack Firecracker The Log Ice Wizard
P.E.K.K.A Lumberjack Ice Wizard
P.E.K.K.A Lumberjack Firecracker Ice Wizard
Arrows Firecracker Poison P.E.K.K.A The Log Lumberjack
Arrows The Log Firecracker Ice Wizard Lumberjack
Arrows Firecracker Poison Ice Wizard
Arrows Poison P.E.K.K.A The Log
P.E.K.K.A Ice Wizard Lumberjack
Firecracker Ice Wizard Lumberjack
Poison Ice Wizard Arrows Firecracker The Log Lumberjack
Arrows Firecracker Poison Ice Wizard
P.E.K.K.A Lumberjack The Log Ice Wizard
Arrows Firecracker Poison P.E.K.K.A The Log Lumberjack
P.E.K.K.A Lumberjack
P.E.K.K.A The Log Lumberjack
Arrows Firecracker Poison P.E.K.K.A Lumberjack
Arrows Firecracker The Log Ice Wizard Lumberjack
Arrows Poison The Log Firecracker Ice Wizard Lumberjack
P.E.K.K.A Lumberjack
Arrows Firecracker Poison P.E.K.K.A The Log 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 P.E.K.K.A
Poison Arrows Firecracker The Log Lumberjack
P.E.K.K.A Lumberjack The Log
P.E.K.K.A Lumberjack The Log
P.E.K.K.A Lumberjack
Arrows Firecracker Poison Ice Wizard
P.E.K.K.A Ice Wizard Lumberjack
P.E.K.K.A Lumberjack
P.E.K.K.A Firecracker Poison The Log
P.E.K.K.A
P.E.K.K.A Lumberjack
P.E.K.K.A Arrows Poison The Log
P.E.K.K.A Lumberjack
Firecracker
Firecracker Poison P.E.K.K.A The Log Lumberjack
Arrows Poison Firecracker P.E.K.K.A The Log Ice Wizard
Arrows Ice 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.)

Poison Arrows Firecracker The Log
Arrows Firecracker Poison The Log Ice Wizard
Arrows Poison The Log
Arrows Firecracker Poison The Log
Poison Arrows Firecracker The Log
Arrows Firecracker Poison Ice Wizard
Arrows Firecracker Poison The Log
Arrows Poison The Log Firecracker Ice Wizard
Arrows Poison The Log Firecracker
Poison Lumberjack
Firecracker Poison Arrows The Log
Poison Arrows Firecracker
Poison Firecracker The Log
Arrows Firecracker Poison
Arrows Firecracker Poison The Log
Arrows Firecracker Poison The Log
Arrows Firecracker Poison The Log
Arrows Poison
Arrows Firecracker Poison The Log
Arrows Firecracker Poison The Log
Poison The Log
Arrows Poison
The Log
Arrows Poison The Log
Arrows Firecracker Poison The Log Ice Wizard
Arrows Firecracker Poison The Log Ice Wizard
Arrows Poison The Log
Poison Arrows Firecracker The Log
Poison Arrows Firecracker Ice Wizard
Firecracker Poison
Poison Arrows The Log
Arrows Firecracker Poison
P.E.K.K.A
Arrows Firecracker Poison The Log
Poison Arrows Firecracker Ice Wizard
Arrows The Log
Poison Firecracker Lumberjack
Arrows The Log Firecracker Poison
Arrows Poison
Firecracker P.E.K.K.A
Firecracker Poison The Log
Firecracker Poison
Poison Firecracker The Log
P.E.K.K.A
Firecracker
Poison

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