My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!
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 Witch Ram Rider

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.

Knight Wizard Witch P.E.K.K.A 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.

Missing

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.

Missing

Dropped at the bridge

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

Knight Battle Healer 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.

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
Ram Rider
Giant Snowball
Witch Lumberjack Ram Rider
Zap
Witch Ram Rider
Barbarian Barrel
Knight Wizard Witch Lumberjack
The Log
Witch Lumberjack Ram Rider
Earthquake
Witch
Arrows
Witch
Royal Delivery
Knight Battle Healer Wizard Witch P.E.K.K.A Lumberjack Ram Rider
Fireball
Battle Healer Wizard Witch Lumberjack Ram Rider
Poison
Battle Healer Wizard Witch
Lightning
Knight Battle Healer Wizard Witch Lumberjack Ram Rider
Rocket
Battle Healer Wizard Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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.

Knight Battle Healer 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 Witch

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.

Mirror Knight Battle Healer Lumberjack Wizard Witch Ram Rider P.E.K.K.A

Shortest cycle

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

11 Mirror Knight Battle Healer Lumberjack

Attack Synergies 0 19

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.

Knight
Wizard Witch Lumberjack Ram Rider
Battle Healer
Mirror Witch Lumberjack Ram Rider
Wizard
Knight P.E.K.K.A Lumberjack Ram Rider
Mirror
Battle Healer Lumberjack Ram Rider
Witch
Knight Battle Healer P.E.K.K.A Lumberjack Ram Rider
P.E.K.K.A
Wizard Witch Lumberjack Ram Rider
Lumberjack
Knight Battle Healer Wizard Mirror Witch P.E.K.K.A Ram Rider
Ram Rider
Knight Battle Healer Wizard Mirror Witch P.E.K.K.A Lumberjack

Defense Synergies 1 10

Knight
Wizard Witch Lumberjack
Battle Healer
Mirror Witch Lumberjack
Wizard
Knight P.E.K.K.A Lumberjack
Mirror
Battle Healer Lumberjack
Witch
Knight Battle Healer Lumberjack
P.E.K.K.A
Wizard
Lumberjack
Knight Battle Healer Wizard Mirror Witch Ram Rider
Ram Rider
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.

Knight Wizard Ram Rider
P.E.K.K.A Lumberjack Knight Battle Healer Witch Ram Rider
Witch P.E.K.K.A Lumberjack Ram Rider Knight
Witch P.E.K.K.A Lumberjack Knight Ram Rider
Battle Healer P.E.K.K.A Lumberjack
Lumberjack
Ram Rider Wizard Witch
Battle Healer P.E.K.K.A Ram Rider
Witch P.E.K.K.A Lumberjack
Knight Battle Healer Lumberjack
Witch Knight Wizard Lumberjack Ram Rider
Wizard Witch Ram Rider
P.E.K.K.A Lumberjack Knight Battle Healer Wizard Witch Ram Rider
Wizard Witch P.E.K.K.A Lumberjack
P.E.K.K.A Knight Lumberjack Ram Rider
P.E.K.K.A Lumberjack Ram Rider
Wizard Knight Witch P.E.K.K.A Lumberjack
Knight Battle Healer Wizard Witch Lumberjack Ram Rider
Wizard Witch Knight Battle Healer Lumberjack Ram Rider
P.E.K.K.A Lumberjack Ram Rider
Wizard Knight Battle Healer Witch 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.

Knight Lumberjack Battle Healer Witch P.E.K.K.A
Knight Battle Healer Wizard Lumberjack
P.E.K.K.A Lumberjack Knight Battle Healer Witch Ram Rider
P.E.K.K.A Lumberjack Knight Battle Healer Ram Rider
P.E.K.K.A Knight Battle Healer Witch Lumberjack Ram Rider
Wizard Witch Ram Rider
P.E.K.K.A Knight Battle Healer Witch Lumberjack Ram Rider
P.E.K.K.A Knight Battle Healer Lumberjack
P.E.K.K.A Knight Witch
Witch P.E.K.K.A
P.E.K.K.A Knight Witch Lumberjack
P.E.K.K.A
P.E.K.K.A Knight Wizard Witch Lumberjack Ram Rider
Wizard Witch
Witch Knight Battle Healer P.E.K.K.A Lumberjack
Battle Healer Wizard Witch 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.)

Knight
Ram Rider
Knight
Wizard
Wizard Witch Ram Rider
Wizard Witch
Wizard Ram Rider
Wizard Ram Rider
Lumberjack
Knight Wizard Ram Rider
Wizard
Knight
Wizard Witch
Wizard
Wizard
Wizard Witch
Wizard
Wizard Witch
Witch
Wizard Witch Ram Rider
Wizard Witch Ram Rider
Wizard Witch
Wizard Witch
Wizard
P.E.K.K.A
Wizard
Witch
Wizard Witch Ram Rider
Knight Wizard Lumberjack
Wizard
P.E.K.K.A
Witch
Witch
Witch
P.E.K.K.A
Wizard

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