My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Mediocre

1 problems 2 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Mega Minion 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.

Skeletons Bomber Mega Minion P.E.K.K.A 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.

Arrows 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.

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 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.

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
Skeletons Bomber
Giant Snowball
Skeletons Bomber Mega Minion Lumberjack
Zap
Skeletons Bomber
Barbarian Barrel
Skeletons Bomber Electro Wizard Lumberjack
The Log
Skeletons Bomber Lumberjack
Earthquake
Skeletons Bomber
Arrows
Skeletons Bomber
Royal Delivery
Skeletons Bomber Mega Minion P.E.K.K.A Electro Wizard Lumberjack
Fireball
Bomber Mega Minion Electro Wizard Lumberjack
Poison
Bomber Mega Minion Electro Wizard
Lightning
Mega Minion Electro Wizard Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows The Log

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.

Arrows Mega Minion 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Bomber The Log Arrows Mega Minion Electro Wizard Lumberjack P.E.K.K.A

Shortest cycle

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

8 Skeletons Bomber The Log Arrows

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.

Skeletons
Bomber
P.E.K.K.A Lumberjack
Arrows
P.E.K.K.A Mega Minion Lumberjack
Mega Minion
Arrows
P.E.K.K.A
Arrows Electro Wizard Bomber The Log Lumberjack
The Log
P.E.K.K.A Lumberjack
Electro Wizard
P.E.K.K.A Lumberjack
Lumberjack
Bomber Arrows P.E.K.K.A The Log Electro Wizard

Defense Synergies 1 19

Skeletons
Bomber Mega Minion P.E.K.K.A The Log Electro Wizard Lumberjack
Bomber
Skeletons P.E.K.K.A The Log Electro Wizard
Arrows
Mega Minion P.E.K.K.A Lumberjack
Mega Minion
Skeletons Arrows The Log Electro Wizard Lumberjack
P.E.K.K.A
The Log Skeletons Bomber Arrows Electro Wizard
The Log
P.E.K.K.A Skeletons Bomber Mega Minion Electro Wizard Lumberjack
Electro Wizard
Skeletons Bomber Mega Minion P.E.K.K.A The Log Lumberjack
Lumberjack
Skeletons Arrows Mega Minion The Log 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.

Bomber Mega Minion The Log Electro Wizard
P.E.K.K.A Lumberjack Skeletons Mega Minion The Log Electro Wizard
P.E.K.K.A Lumberjack Skeletons Bomber Mega Minion Electro Wizard
P.E.K.K.A Lumberjack Skeletons Mega Minion Electro Wizard
Bomber Arrows P.E.K.K.A The Log Lumberjack
Arrows The Log Skeletons Bomber Mega Minion Electro Wizard Lumberjack
Mega Minion Electro Wizard Arrows
Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons Lumberjack
Skeletons Bomber Electro Wizard Lumberjack
Electro Wizard Skeletons Bomber Arrows Mega Minion The Log Lumberjack
Arrows Mega Minion Electro Wizard
P.E.K.K.A Lumberjack Skeletons Bomber The Log Electro Wizard
Bomber Arrows Mega Minion P.E.K.K.A The Log Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A The Log Electro Wizard Lumberjack
Skeletons Bomber Arrows P.E.K.K.A Electro Wizard Lumberjack
Arrows Bomber Mega Minion The Log Electro Wizard Lumberjack
Arrows The Log Bomber Mega Minion Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Bomber Arrows P.E.K.K.A The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Skeletons P.E.K.K.A Electro Wizard
Electro Wizard Bomber Arrows Mega Minion The Log Lumberjack
P.E.K.K.A Lumberjack Skeletons The Log Electro Wizard
P.E.K.K.A Lumberjack The Log Electro Wizard
P.E.K.K.A Skeletons Lumberjack
Arrows Skeletons Electro Wizard
P.E.K.K.A Skeletons Mega Minion Electro Wizard Lumberjack
P.E.K.K.A Lumberjack
P.E.K.K.A Electro Wizard Skeletons Mega Minion The Log
P.E.K.K.A Skeletons Mega Minion
P.E.K.K.A Mega Minion Lumberjack
P.E.K.K.A Arrows The Log Electro Wizard
P.E.K.K.A Skeletons Lumberjack
Bomber
Electro Wizard Skeletons Bomber Mega Minion P.E.K.K.A The Log Lumberjack
Arrows Bomber Mega Minion P.E.K.K.A The Log Electro Wizard
Bomber Arrows 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.)

Arrows The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Bomber Arrows The Log
Arrows Mega Minion
Bomber Arrows The Log
Arrows The Log
Arrows The Log
Electro Wizard Lumberjack
Arrows The Log Electro Wizard
Arrows
The Log
Arrows
Arrows The Log
Bomber Arrows The Log
Arrows The Log
Arrows
Bomber
Bomber Arrows Mega Minion The Log Electro Wizard
Bomber Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log Bomber
Mega Minion
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Arrows Electro Wizard
Electro Wizard Mega Minion
Mega Minion
Bomber Arrows The Log
Arrows Electro Wizard
P.E.K.K.A
Arrows The Log
Electro Wizard
Arrows Mega Minion Electro Wizard
Arrows The Log
Mega Minion Electro Wizard Lumberjack
Arrows The Log Bomber
Arrows
Mega Minion P.E.K.K.A
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard
P.E.K.K.A

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