My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Firecracker Wizard Electro Wizard Little Prince

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 Balloon P.E.K.K.A Electro Wizard Lumberjack Little Prince

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.

Zap

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.

Missing

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker 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.

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 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.

Zap Firecracker Little Prince Electro Wizard Lumberjack Wizard Balloon P.E.K.K.A

Shortest cycle

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

12 Zap Firecracker Little Prince Electro Wizard

Attack Synergies 6 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.

Zap
Firecracker Balloon P.E.K.K.A Electro Wizard Lumberjack Little Prince
Firecracker
Zap Balloon P.E.K.K.A Lumberjack
Wizard
Balloon P.E.K.K.A Lumberjack
Balloon
Zap Lumberjack Firecracker Wizard Electro Wizard Little Prince
P.E.K.K.A
Zap Electro Wizard Firecracker Wizard Lumberjack
Electro Wizard
Zap P.E.K.K.A Balloon Lumberjack
Lumberjack
Balloon Zap Firecracker Wizard P.E.K.K.A Electro Wizard
Little Prince
Zap Balloon

Defense Synergies 1 14

Zap
Electro Wizard Firecracker P.E.K.K.A Lumberjack Little Prince
Firecracker
Zap P.E.K.K.A Electro Wizard Lumberjack
Wizard
P.E.K.K.A Electro Wizard Lumberjack
Balloon
P.E.K.K.A
Zap Firecracker Wizard Electro Wizard
Electro Wizard
Zap Firecracker Wizard P.E.K.K.A Lumberjack Little Prince
Lumberjack
Zap Firecracker Wizard Electro Wizard Little Prince
Little Prince
Zap 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.

Zap Firecracker Wizard Electro Wizard
P.E.K.K.A Lumberjack Zap Firecracker Electro Wizard
P.E.K.K.A Lumberjack Electro Wizard
P.E.K.K.A Lumberjack Firecracker Electro Wizard
Firecracker P.E.K.K.A Lumberjack
Zap Firecracker Electro Wizard Lumberjack
Electro Wizard Zap Firecracker Wizard Little Prince
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Lumberjack
Firecracker Electro Wizard Lumberjack Little Prince
Electro Wizard Zap Firecracker Wizard Lumberjack
Zap Firecracker Wizard Electro Wizard
P.E.K.K.A Lumberjack Zap Wizard Electro Wizard
Wizard Zap Firecracker P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Zap P.E.K.K.A Electro Wizard Lumberjack
Wizard Firecracker P.E.K.K.A Electro Wizard Lumberjack
Zap Firecracker Wizard Electro Wizard Lumberjack Little Prince
Zap Wizard Firecracker Electro Wizard Lumberjack Little Prince
P.E.K.K.A Electro Wizard Lumberjack
Wizard Firecracker P.E.K.K.A Electro Wizard Lumberjack Little Prince

Counters to secondary win conditions

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

Lumberjack Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Firecracker Wizard Lumberjack
P.E.K.K.A Lumberjack Zap Electro Wizard
P.E.K.K.A Lumberjack Zap Electro Wizard
P.E.K.K.A Lumberjack
Firecracker Wizard Zap Electro Wizard
P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Lumberjack
Zap P.E.K.K.A Electro Wizard Firecracker
P.E.K.K.A
P.E.K.K.A Lumberjack
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Wizard Lumberjack
Wizard Firecracker
Electro Wizard Zap Firecracker P.E.K.K.A Lumberjack Little Prince
Zap Firecracker Wizard P.E.K.K.A Electro Wizard
Zap 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
Firecracker Zap Electro Wizard
Firecracker
Wizard Zap Firecracker
Firecracker Wizard Zap
Firecracker Wizard
Zap Firecracker Wizard
Zap Firecracker Wizard
Electro Wizard Lumberjack
Firecracker Zap Wizard Electro Wizard
Zap Firecracker Wizard
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker Wizard
Firecracker Wizard
Zap Firecracker Wizard Electro Wizard
Zap Firecracker Wizard Little Prince
Wizard
Zap
Zap Firecracker Wizard Little Prince
Firecracker Zap Wizard Electro Wizard
Zap Wizard
Zap Firecracker
Zap Firecracker Wizard Electro Wizard Little Prince
Zap Electro Wizard Firecracker Wizard
Zap Wizard
Zap Firecracker Electro Wizard
P.E.K.K.A
Firecracker Wizard
Zap Electro Wizard
Zap Firecracker Wizard Electro Wizard
Firecracker Wizard Electro Wizard Lumberjack
Zap Firecracker Wizard
Zap
Firecracker P.E.K.K.A
Zap Firecracker Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Electro Wizard Little Prince
P.E.K.K.A
Firecracker Wizard

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