My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard Ram Rider

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.

Bomber P.E.K.K.A Electro Wizard Lumberjack Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Fireball

Punishments

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

Lumberjack Ram Rider

Pump responses

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

Fireball

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 Ram Rider

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.

Electro Wizard Lumberjack Ram Rider

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

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Fireball

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.

Guards P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Fireball 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.

Bomber Cannon Guards Fireball Electro Wizard Lumberjack Ram Rider P.E.K.K.A

Shortest cycle

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

12 Bomber Cannon Guards Fireball

Attack Synergies 1 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.

Bomber
P.E.K.K.A Lumberjack Ram Rider
Cannon
Fireball
Electro Wizard Ram Rider
Guards
Lumberjack Ram Rider
P.E.K.K.A
Electro Wizard Bomber Lumberjack Ram Rider
Electro Wizard
P.E.K.K.A Fireball Lumberjack Ram Rider
Lumberjack
Bomber Guards P.E.K.K.A Electro Wizard Ram Rider
Ram Rider
Bomber Fireball Guards P.E.K.K.A Electro Wizard Lumberjack

Defense Synergies 0 17

Bomber
Cannon Guards P.E.K.K.A Electro Wizard
Cannon
Bomber Fireball Guards Electro Wizard Lumberjack
Fireball
Cannon Electro Wizard Lumberjack Ram Rider
Guards
Bomber Cannon Electro Wizard Lumberjack
P.E.K.K.A
Bomber Electro Wizard
Electro Wizard
Bomber Cannon Fireball Guards P.E.K.K.A Lumberjack Ram Rider
Lumberjack
Cannon Fireball Guards Electro Wizard Ram Rider
Ram Rider
Fireball Electro Wizard Lumberjack

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.

Bomber Cannon Fireball Electro Wizard Ram Rider
P.E.K.K.A Lumberjack Cannon Electro Wizard Ram Rider
Cannon P.E.K.K.A Lumberjack Ram Rider Bomber Electro Wizard
Cannon P.E.K.K.A Lumberjack Guards Electro Wizard Ram Rider
Bomber Fireball P.E.K.K.A Lumberjack
Fireball Bomber Cannon Guards Electro Wizard Lumberjack
Electro Wizard Ram Rider Cannon Fireball
Cannon Fireball P.E.K.K.A Electro Wizard Ram Rider
Cannon P.E.K.K.A Lumberjack
Guards Bomber Cannon Electro Wizard Lumberjack
Guards Electro Wizard Bomber Cannon Fireball Lumberjack Ram Rider
Fireball Electro Wizard Ram Rider
Cannon P.E.K.K.A Lumberjack Bomber Fireball Guards Electro Wizard Ram Rider
Bomber Fireball Cannon Guards P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Cannon Electro Wizard Lumberjack Ram Rider
Cannon Fireball P.E.K.K.A Electro Wizard Lumberjack Ram Rider
Bomber Cannon Fireball P.E.K.K.A Electro Wizard Lumberjack
Cannon Fireball Bomber Guards Electro Wizard Lumberjack Ram Rider
Bomber Cannon Fireball Guards Electro Wizard Lumberjack Ram Rider
P.E.K.K.A Cannon Electro Wizard Lumberjack Ram Rider
Bomber Cannon Fireball 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 Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Bomber Lumberjack
Guards P.E.K.K.A Lumberjack Electro Wizard Ram Rider
Guards P.E.K.K.A Lumberjack Fireball Electro Wizard Ram Rider
P.E.K.K.A Cannon Guards Lumberjack Ram Rider
Fireball Electro Wizard Ram Rider
Guards P.E.K.K.A Fireball Electro Wizard Lumberjack Ram Rider
P.E.K.K.A Lumberjack
P.E.K.K.A Electro Wizard Fireball
P.E.K.K.A Cannon Guards
P.E.K.K.A Guards Lumberjack
P.E.K.K.A Fireball Guards Electro Wizard
P.E.K.K.A Cannon Fireball Guards Lumberjack Ram Rider
Bomber Cannon Fireball
Guards Electro Wizard Bomber Fireball P.E.K.K.A Lumberjack
Bomber Cannon Fireball P.E.K.K.A Electro Wizard
Bomber Cannon Fireball 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.)

Fireball Guards
Fireball Electro Wizard Ram Rider
Fireball
Fireball Guards
Bomber Fireball
Fireball Ram Rider
Bomber
Fireball Ram Rider
Fireball Ram Rider
Fireball Guards Electro Wizard Lumberjack
Fireball Electro Wizard Ram Rider
Fireball
Fireball
Fireball
Fireball
Bomber Fireball
Fireball
Fireball
Bomber
Bomber Fireball Electro Wizard
Bomber Fireball
Fireball
Fireball
Fireball
Bomber Fireball
Fireball Electro Wizard Ram Rider
Fireball Ram Rider
Fireball
Fireball Electro Wizard
Electro Wizard Fireball Guards
Fireball
Bomber Fireball
Fireball Electro Wizard
P.E.K.K.A
Fireball
Electro Wizard Fireball Guards
Fireball Electro Wizard Ram Rider
Fireball
Fireball Electro Wizard Lumberjack
Bomber Fireball
Fireball
P.E.K.K.A
Fireball Guards Electro Wizard
Fireball Electro Wizard
Fireball Electro Wizard
P.E.K.K.A
Fireball

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