My Best Clash Royale Deck

Deck Check Rating

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

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.

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.

Knight Wizard Balloon 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.

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Knight Skeleton Army P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Skeleton Army 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 Knight Skeleton Army Electro Wizard

Attack Synergies 6 11

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
Balloon P.E.K.K.A Electro Wizard Knight Lumberjack
Knight
Balloon Zap Wizard Electro Wizard Lumberjack
Wizard
Knight Balloon P.E.K.K.A Lumberjack
Skeleton Army
Balloon
Zap Knight Lumberjack Wizard Electro Wizard
P.E.K.K.A
Zap Electro Wizard Wizard Lumberjack
Electro Wizard
Zap P.E.K.K.A Knight Balloon Lumberjack
Lumberjack
Balloon Zap Knight Wizard P.E.K.K.A Electro Wizard

Defense Synergies 2 15

Zap
Electro Wizard Knight Skeleton Army P.E.K.K.A Lumberjack
Knight
Electro Wizard Zap Wizard Skeleton Army Lumberjack
Wizard
Knight Skeleton Army P.E.K.K.A Electro Wizard Lumberjack
Skeleton Army
Zap Knight Wizard Electro Wizard Lumberjack
Balloon
P.E.K.K.A
Zap Wizard Electro Wizard
Electro Wizard
Zap Knight Wizard Skeleton Army P.E.K.K.A Lumberjack
Lumberjack
Zap Knight Wizard Skeleton Army 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.

Zap Knight Wizard Electro Wizard
Skeleton Army P.E.K.K.A Lumberjack Zap Knight Electro Wizard
Skeleton Army P.E.K.K.A Lumberjack Knight Electro Wizard
Skeleton Army P.E.K.K.A Lumberjack Knight Electro Wizard
Skeleton Army P.E.K.K.A Lumberjack
Skeleton Army Zap Electro Wizard Lumberjack
Electro Wizard Zap Wizard
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Skeleton Army Lumberjack
Knight Skeleton Army Electro Wizard Lumberjack
Skeleton Army Electro Wizard Zap Knight Wizard Lumberjack
Zap Wizard Electro Wizard
Skeleton Army P.E.K.K.A Lumberjack Zap Knight Wizard Electro Wizard
Wizard Skeleton Army Zap P.E.K.K.A Electro Wizard Lumberjack
Skeleton Army P.E.K.K.A Knight Electro Wizard Lumberjack
Skeleton Army Zap P.E.K.K.A Electro Wizard Lumberjack
Wizard Knight Skeleton Army P.E.K.K.A Electro Wizard Lumberjack
Zap Knight Wizard Skeleton Army Electro Wizard Lumberjack
Zap Wizard Knight Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Wizard Skeleton Army Knight P.E.K.K.A Electro Wizard Lumberjack

Counters to secondary win conditions

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

Knight Skeleton Army Lumberjack Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Knight Wizard Lumberjack
Skeleton Army P.E.K.K.A Lumberjack Zap Knight Electro Wizard
Skeleton Army P.E.K.K.A Lumberjack Zap Knight Electro Wizard
P.E.K.K.A Knight Skeleton Army Lumberjack
Wizard Zap Electro Wizard
Skeleton Army P.E.K.K.A Knight Electro Wizard Lumberjack
P.E.K.K.A Knight Skeleton Army Lumberjack
Zap P.E.K.K.A Electro Wizard Knight Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Knight Lumberjack
Skeleton Army P.E.K.K.A Zap Electro Wizard
Skeleton Army P.E.K.K.A Knight Wizard Lumberjack
Wizard Skeleton Army
Skeleton Army Electro Wizard Zap Knight P.E.K.K.A Lumberjack
Zap 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.)

Knight
Zap Electro Wizard
Knight
Wizard Zap
Wizard Zap
Wizard
Zap Wizard
Zap Wizard
Electro Wizard Lumberjack
Zap Knight Wizard Electro Wizard
Zap Wizard
Knight
Zap
Zap Wizard
Wizard
Zap Wizard Electro Wizard
Zap Wizard
Wizard
Zap
Zap Wizard
Zap Wizard Electro Wizard
Zap Wizard
Zap
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard
Zap Electro Wizard
P.E.K.K.A
Wizard
Zap Electro Wizard Skeleton Army
Zap Wizard Electro Wizard
Knight Wizard Electro Wizard Lumberjack
Zap Wizard
Zap
P.E.K.K.A
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard
P.E.K.K.A
Wizard

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