My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 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 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 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!
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!
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.

Wizard Elixir Collector Rune Giant P.E.K.K.A Lumberjack Mega Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Rune Giant Miner

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.

Miner Lumberjack Mega Knight

Pump responses

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

Elixir Collector Miner

Dropped at the bridge

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

Rune Giant P.E.K.K.A Lumberjack Mega Knight

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.

Miner 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
Miner
Giant Snowball
Miner Lumberjack
Zap
Barbarian Barrel
Wizard Lumberjack
The Log
Lumberjack
Earthquake
Elixir Collector
Arrows
Royal Delivery
Wizard P.E.K.K.A Miner Lumberjack
Fireball
Wizard Elixir Collector Lumberjack
Poison
Wizard Elixir Collector
Lightning
Wizard Elixir Collector Lumberjack
Rocket
Wizard Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Mega Knight

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.

Elixir Collector Rune Giant P.E.K.K.A Miner 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.

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.

Berserker Miner Rune Giant Lumberjack Wizard Elixir Collector P.E.K.K.A Mega Knight

Shortest cycle

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

13 Berserker Miner Rune Giant Lumberjack

Attack Synergies 2 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.

Berserker
Rune Giant
Wizard
P.E.K.K.A Miner Lumberjack Mega Knight
Elixir Collector
Rune Giant
Berserker Lumberjack
P.E.K.K.A
Wizard Lumberjack
Miner
Wizard Lumberjack Mega Knight
Lumberjack
Rune Giant Wizard P.E.K.K.A Miner Mega Knight
Mega Knight
Wizard Miner Lumberjack

Defense Synergies 0 4

Berserker
Wizard
P.E.K.K.A Lumberjack Mega Knight
Elixir Collector
Rune Giant
P.E.K.K.A
Wizard
Miner
Mega Knight
Lumberjack
Wizard
Mega Knight
Wizard Miner

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
P.E.K.K.A Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight
Lumberjack Mega Knight
Wizard
P.E.K.K.A Mega Knight
P.E.K.K.A Lumberjack
Miner Lumberjack Mega Knight
Berserker Wizard Lumberjack Mega Knight
Wizard
P.E.K.K.A Lumberjack Mega Knight Wizard
Wizard Mega Knight P.E.K.K.A Lumberjack
P.E.K.K.A Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight
Wizard Mega Knight P.E.K.K.A Lumberjack
Mega Knight Wizard Lumberjack
Wizard Lumberjack Mega Knight
P.E.K.K.A Lumberjack
Wizard Mega Knight P.E.K.K.A 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 P.E.K.K.A
Wizard Miner Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight
Wizard
P.E.K.K.A Lumberjack
P.E.K.K.A Mega Knight Lumberjack
P.E.K.K.A Mega Knight
P.E.K.K.A
P.E.K.K.A Mega Knight Lumberjack
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Wizard Lumberjack
Wizard Mega Knight
P.E.K.K.A Lumberjack
Mega Knight Wizard P.E.K.K.A

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.)

Miner
Miner
Wizard Mega Knight
Wizard
Wizard
Wizard
Miner Wizard
Lumberjack
Miner Wizard
Wizard
Miner
Wizard
Wizard Mega Knight
Wizard Mega Knight
Wizard Miner Mega Knight
Mega Knight
Wizard
Wizard Mega Knight
Miner Wizard
Wizard Miner Mega Knight
Miner
Wizard
Wizard
Wizard Miner Mega Knight
P.E.K.K.A Mega Knight
Wizard
Wizard
Miner Wizard Lumberjack Mega Knight
Wizard
P.E.K.K.A Mega Knight
Miner Mega Knight
P.E.K.K.A
Wizard Mega Knight

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