My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon Ice 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.

Balloon Electro Dragon P.E.K.K.A Ice Wizard Fisherman Lumberjack

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Tornado Void

Punishments

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

Balloon Lumberjack

Pump responses

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

Void

Dropped at the bridge

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

Balloon 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.

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

Against air swarms

Spells and units that can counter air swarms.

Tornado Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Electro Dragon 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.

Tornado 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.

Ice 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.

Tornado Void Ice Wizard Fisherman Lumberjack Balloon Electro Dragon P.E.K.K.A

Shortest cycle

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

12 Tornado Void Ice Wizard Fisherman

Attack Synergies 2 15

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.

Tornado
P.E.K.K.A Balloon Electro Dragon Ice Wizard
Void
Balloon
Balloon
Lumberjack Tornado Void Electro Dragon Ice Wizard Fisherman
Electro Dragon
Tornado Balloon P.E.K.K.A Ice Wizard Fisherman
P.E.K.K.A
Tornado Electro Dragon Ice Wizard Fisherman Lumberjack
Ice Wizard
Tornado Balloon Electro Dragon P.E.K.K.A Fisherman Lumberjack
Fisherman
Balloon Electro Dragon P.E.K.K.A Ice Wizard
Lumberjack
Balloon P.E.K.K.A Ice Wizard

Defense Synergies 2 8

Tornado
P.E.K.K.A Ice Wizard Electro Dragon
Void
Balloon
Electro Dragon
Tornado Ice Wizard Fisherman Lumberjack
P.E.K.K.A
Tornado Ice Wizard Fisherman
Ice Wizard
Tornado Electro Dragon P.E.K.K.A Fisherman Lumberjack
Fisherman
Electro Dragon P.E.K.K.A Ice Wizard
Lumberjack
Electro Dragon Ice 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.

Void Electro Dragon
P.E.K.K.A Lumberjack Electro Dragon Ice Wizard Fisherman
Tornado P.E.K.K.A Fisherman Lumberjack Void Electro Dragon Ice Wizard
P.E.K.K.A Lumberjack Electro Dragon Ice Wizard Fisherman
Tornado P.E.K.K.A Lumberjack
Tornado Electro Dragon Ice Wizard Lumberjack
Tornado Void Electro Dragon Ice Wizard
Void Electro Dragon P.E.K.K.A
P.E.K.K.A Tornado Ice Wizard Fisherman Lumberjack
Tornado Ice Wizard Fisherman Lumberjack
Ice Wizard Tornado Electro Dragon Fisherman Lumberjack
Tornado Electro Dragon Ice Wizard
P.E.K.K.A Lumberjack Electro Dragon Ice Wizard
Tornado Electro Dragon P.E.K.K.A Lumberjack
P.E.K.K.A Lumberjack
Tornado P.E.K.K.A Fisherman Lumberjack
Tornado Electro Dragon P.E.K.K.A Fisherman Lumberjack
Tornado Electro Dragon Ice Wizard Fisherman Lumberjack
Tornado Electro Dragon Ice Wizard Fisherman Lumberjack
P.E.K.K.A Tornado Fisherman Lumberjack
Electro Dragon P.E.K.K.A Fisherman Lumberjack

Counters to secondary win conditions

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

Lumberjack Void P.E.K.K.A Fisherman
Void Electro Dragon Fisherman Lumberjack
P.E.K.K.A Lumberjack Electro Dragon Fisherman
P.E.K.K.A Lumberjack Tornado Fisherman
P.E.K.K.A Fisherman Lumberjack
Tornado Electro Dragon Ice Wizard
P.E.K.K.A Void Ice Wizard Lumberjack
P.E.K.K.A Fisherman Lumberjack
Void Electro Dragon P.E.K.K.A Tornado
P.E.K.K.A
P.E.K.K.A Electro Dragon Lumberjack
P.E.K.K.A Tornado Void
P.E.K.K.A Lumberjack
Electro Dragon
Electro Dragon Tornado P.E.K.K.A Fisherman Lumberjack
Electro Dragon P.E.K.K.A Ice Wizard
Void Ice 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.)

Void Electro Dragon
Void Tornado Electro Dragon Ice Wizard Fisherman
Void Electro Dragon
Void
Tornado Electro Dragon Ice Wizard
Tornado
Tornado Electro Dragon Ice Wizard
Void Tornado Electro Dragon Fisherman
Tornado Void Electro Dragon Fisherman Lumberjack
Void Tornado Electro Dragon Fisherman
Void Tornado Electro Dragon
Void Fisherman
Void Electro Dragon Fisherman
Fisherman
Electro Dragon
Electro Dragon
Tornado
Fisherman
Void Electro Dragon Fisherman
Tornado Void Electro Dragon
Void
Tornado Void
Void Tornado Fisherman
Void Electro Dragon
Tornado Electro Dragon Ice Wizard
Fisherman
Void Tornado Electro Dragon Ice Wizard Fisherman
Void Tornado Electro Dragon Fisherman
Void Tornado Fisherman
Tornado Void Electro Dragon Ice Wizard
Electro Dragon Void
Void
Void Electro Dragon
Void Electro Dragon
P.E.K.K.A
Void Electro Dragon
Tornado Electro Dragon Ice Wizard
Void Electro Dragon Lumberjack
Electro Dragon
Void Tornado
Electro Dragon P.E.K.K.A
Electro Dragon Tornado
Tornado Void Electro Dragon
Void Electro Dragon Tornado
P.E.K.K.A
Void Electro Dragon
Void

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