My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard Baby Dragon Inferno Dragon

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.

Wizard Baby Dragon Balloon P.E.K.K.A Inferno Dragon 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Baby Dragon

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.

Skeleton Army Baby Dragon P.E.K.K.A Inferno Dragon

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

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 Skeleton Army Baby Dragon Inferno Dragon Lumberjack Wizard Balloon P.E.K.K.A

Shortest cycle

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

13 Zap Skeleton Army Baby Dragon Inferno Dragon

Attack Synergies 3 10

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 Baby Dragon Lumberjack
Wizard
Balloon P.E.K.K.A Lumberjack
Skeleton Army
Baby Dragon
Zap Balloon P.E.K.K.A Inferno Dragon Lumberjack
Balloon
Zap Lumberjack Wizard Baby Dragon
P.E.K.K.A
Zap Wizard Baby Dragon Lumberjack
Inferno Dragon
Baby Dragon
Lumberjack
Balloon Zap Wizard Baby Dragon P.E.K.K.A

Defense Synergies 0 13

Zap
Skeleton Army Baby Dragon P.E.K.K.A Inferno Dragon Lumberjack
Wizard
Skeleton Army P.E.K.K.A Lumberjack
Skeleton Army
Zap Wizard Inferno Dragon Lumberjack
Baby Dragon
Zap P.E.K.K.A Inferno Dragon Lumberjack
Balloon
P.E.K.K.A
Zap Wizard Baby Dragon
Inferno Dragon
Zap Skeleton Army Baby Dragon
Lumberjack
Zap Wizard Skeleton Army Baby Dragon

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 Wizard Baby Dragon
Skeleton Army P.E.K.K.A Inferno Dragon Lumberjack Zap
Skeleton Army P.E.K.K.A Lumberjack Inferno Dragon
Skeleton Army P.E.K.K.A Inferno Dragon Lumberjack
Skeleton Army P.E.K.K.A Lumberjack
Skeleton Army Zap Baby Dragon Lumberjack
Inferno Dragon Zap Wizard Baby Dragon
Zap Baby Dragon P.E.K.K.A
P.E.K.K.A Inferno Dragon Skeleton Army Lumberjack
Skeleton Army Lumberjack
Skeleton Army Zap Wizard Baby Dragon Lumberjack
Inferno Dragon Zap Wizard Baby Dragon
Skeleton Army P.E.K.K.A Lumberjack Zap Wizard
Wizard Skeleton Army Zap Baby Dragon P.E.K.K.A Lumberjack
Skeleton Army P.E.K.K.A Inferno Dragon Lumberjack
Skeleton Army Zap P.E.K.K.A Inferno Dragon Lumberjack
Wizard Skeleton Army P.E.K.K.A Lumberjack
Zap Wizard Skeleton Army Baby Dragon Lumberjack
Zap Wizard Baby Dragon Inferno Dragon Lumberjack
P.E.K.K.A Inferno Dragon Lumberjack
Wizard Skeleton Army Baby Dragon P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Zap P.E.K.K.A
Zap Wizard Baby Dragon Inferno Dragon Lumberjack
Skeleton Army P.E.K.K.A Lumberjack Zap
Skeleton Army P.E.K.K.A Lumberjack Zap
P.E.K.K.A Skeleton Army Inferno Dragon Lumberjack
Wizard Zap Baby Dragon
Skeleton Army P.E.K.K.A Lumberjack
P.E.K.K.A Skeleton Army Inferno Dragon Lumberjack
Zap P.E.K.K.A Skeleton Army Baby Dragon Inferno Dragon
P.E.K.K.A Skeleton Army Inferno Dragon
P.E.K.K.A Inferno Dragon Lumberjack
Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A Wizard Lumberjack
Wizard Skeleton Army Baby Dragon
Skeleton Army Zap Baby Dragon P.E.K.K.A Inferno Dragon Lumberjack
Zap Wizard Baby Dragon P.E.K.K.A Inferno Dragon
Zap

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.)

Baby Dragon
Zap Baby Dragon
Baby Dragon
Wizard Zap Baby Dragon
Wizard Zap Baby Dragon
Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard
Lumberjack
Zap Wizard
Zap Wizard Baby Dragon
Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Wizard Baby Dragon
Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard Baby Dragon
Baby Dragon
Wizard
Zap Baby Dragon
Zap Wizard Baby Dragon
Inferno Dragon
Zap Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard
Zap Wizard
Zap
P.E.K.K.A
Wizard
Zap Skeleton Army
Zap Wizard Baby Dragon
Wizard Baby Dragon Lumberjack
Zap Wizard Baby Dragon
Zap
P.E.K.K.A
Zap Baby Dragon
Zap
Zap Baby Dragon
P.E.K.K.A Inferno Dragon
Wizard

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