My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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 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!
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 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!
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 Wizard Witch Ice Wizard Electro 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 Wizard Witch P.E.K.K.A Ice Wizard Bandit Electro 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.

Missing

Punishments

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

Bandit 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.

P.E.K.K.A Bandit 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 Bandit 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
Bandit
Giant Snowball
Witch Lumberjack
Zap
Firecracker Witch Bandit
Barbarian Barrel
Firecracker Wizard Witch Ice Wizard Bandit Electro Wizard Lumberjack
The Log
Firecracker Witch Bandit Lumberjack
Earthquake
Firecracker Witch
Arrows
Firecracker Witch
Royal Delivery
Firecracker Wizard Witch P.E.K.K.A Ice Wizard Bandit Electro Wizard Lumberjack
Fireball
Firecracker Wizard Witch Ice Wizard Bandit Electro Wizard Lumberjack
Poison
Firecracker Wizard Witch Ice Wizard Electro Wizard
Lightning
Wizard Witch Ice Wizard Bandit Electro Wizard Lumberjack
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard 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.

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.

Wizard Witch Ice Wizard 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.

Firecracker Ice Wizard Bandit Electro Wizard Lumberjack Wizard Witch P.E.K.K.A

Shortest cycle

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

13 Firecracker Ice Wizard Bandit Electro Wizard

Attack Synergies 1 16

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.

Firecracker
P.E.K.K.A Bandit Lumberjack
Wizard
P.E.K.K.A Bandit Lumberjack
Witch
P.E.K.K.A Bandit Lumberjack
P.E.K.K.A
Electro Wizard Firecracker Wizard Witch Ice Wizard Lumberjack
Ice Wizard
P.E.K.K.A Bandit Lumberjack
Bandit
Firecracker Wizard Witch Ice Wizard Electro Wizard Lumberjack
Electro Wizard
P.E.K.K.A Bandit Lumberjack
Lumberjack
Firecracker Wizard Witch P.E.K.K.A Ice Wizard Bandit Electro Wizard

Defense Synergies 0 21

Firecracker
P.E.K.K.A Ice Wizard Bandit Electro Wizard Lumberjack
Wizard
P.E.K.K.A Ice Wizard Bandit Electro Wizard Lumberjack
Witch
Ice Wizard Bandit Electro Wizard Lumberjack
P.E.K.K.A
Firecracker Wizard Ice Wizard Electro Wizard
Ice Wizard
Firecracker Wizard Witch P.E.K.K.A Bandit Lumberjack
Bandit
Firecracker Wizard Witch Ice Wizard Electro Wizard Lumberjack
Electro Wizard
Firecracker Wizard Witch P.E.K.K.A Bandit Lumberjack
Lumberjack
Firecracker Wizard Witch Ice Wizard Bandit 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.

Firecracker Wizard Electro Wizard
P.E.K.K.A Lumberjack Firecracker Witch Ice Wizard Bandit Electro Wizard
Witch P.E.K.K.A Lumberjack Ice Wizard Bandit Electro Wizard
Witch P.E.K.K.A Lumberjack Firecracker Ice Wizard Bandit Electro Wizard
Firecracker P.E.K.K.A Lumberjack
Firecracker Ice Wizard Bandit Electro Wizard Lumberjack
Electro Wizard Firecracker Wizard Witch Ice Wizard
P.E.K.K.A Bandit Electro Wizard
Witch P.E.K.K.A Ice Wizard Lumberjack
Firecracker Ice Wizard Bandit Electro Wizard Lumberjack
Witch Ice Wizard Electro Wizard Firecracker Wizard Bandit Lumberjack
Firecracker Wizard Witch Ice Wizard Electro Wizard
P.E.K.K.A Lumberjack Wizard Witch Ice Wizard Bandit Electro Wizard
Wizard Firecracker Witch P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Bandit Electro Wizard Lumberjack
P.E.K.K.A Bandit Electro Wizard Lumberjack
Wizard Firecracker Witch P.E.K.K.A Electro Wizard Lumberjack
Firecracker Wizard Witch Ice Wizard Bandit Electro Wizard Lumberjack
Wizard Witch Firecracker Ice Wizard Bandit Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Wizard Firecracker Witch P.E.K.K.A Bandit Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Witch P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Firecracker Wizard Lumberjack
P.E.K.K.A Bandit Lumberjack Witch Electro Wizard
P.E.K.K.A Lumberjack Bandit Electro Wizard
P.E.K.K.A Witch Bandit Lumberjack
Firecracker Wizard Witch Ice Wizard Electro Wizard
P.E.K.K.A Witch Ice Wizard Bandit Electro Wizard Lumberjack
P.E.K.K.A Lumberjack
P.E.K.K.A Electro Wizard Firecracker Witch Bandit
Witch P.E.K.K.A
P.E.K.K.A Witch Lumberjack
P.E.K.K.A Electro Wizard
P.E.K.K.A Wizard Witch Bandit Lumberjack
Wizard Firecracker Witch
Witch Electro Wizard Firecracker P.E.K.K.A Lumberjack
Firecracker Wizard Witch P.E.K.K.A Ice Wizard Electro Wizard
Ice Wizard 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 Bandit
Firecracker Ice Wizard Bandit Electro Wizard
Bandit
Firecracker
Wizard Firecracker
Firecracker Wizard Witch Ice Wizard
Firecracker Wizard Witch
Firecracker Wizard Ice Wizard
Firecracker Wizard Bandit
Electro Wizard Lumberjack
Firecracker Wizard Bandit Electro Wizard
Firecracker Wizard
Firecracker Bandit
Firecracker Bandit
Firecracker
Firecracker Wizard Witch Bandit
Firecracker Wizard Bandit
Firecracker Wizard Bandit Electro Wizard
Firecracker Wizard Witch
Wizard
Firecracker Wizard Witch Ice Wizard
Witch
Firecracker Wizard Witch Ice Wizard Bandit Electro Wizard
Wizard Witch Bandit
Firecracker Bandit
Firecracker Wizard Witch Ice Wizard Electro Wizard
Electro Wizard Firecracker Wizard Witch
Wizard Bandit
Firecracker Electro Wizard
P.E.K.K.A
Firecracker Wizard
Electro Wizard Witch Bandit
Firecracker Wizard Witch Ice Wizard Electro Wizard
Firecracker Wizard Electro Wizard Lumberjack
Firecracker Wizard
Firecracker P.E.K.K.A
Firecracker Witch Electro Wizard
Firecracker Witch Electro Wizard
Firecracker Witch Bandit Electro Wizard
P.E.K.K.A
Firecracker Wizard

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