My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bats Executioner

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Knight Giant Executioner P.E.K.K.A

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows

Punishments

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

Elite Barbarians Giant

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 Elite Barbarians Giant P.E.K.K.A

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.

Elite Barbarians

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
Bats Elite Barbarians Giant
Giant Snowball
Bats Cannon
Zap
Bats Cannon
Barbarian Barrel
Knight Cannon Elite Barbarians Executioner
The Log
Cannon Elite Barbarians
Earthquake
Cannon
Arrows
Bats
Royal Delivery
Bats Knight Elite Barbarians Executioner P.E.K.K.A
Fireball
Cannon Elite Barbarians Executioner
Poison
Bats Cannon Executioner
Lightning
Knight Cannon Elite Barbarians Executioner
Rocket
Elite Barbarians Executioner

Against air swarms

Spells and units that can counter air swarms.

Arrows Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Executioner

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.

Bats Arrows Knight Executioner 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.

Elite Barbarians

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Cannon Giant Executioner Elite Barbarians P.E.K.K.A

Shortest cycle

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

11 Bats Arrows Knight Cannon

Attack Synergies 6 6

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.

Bats
Knight Giant Elite Barbarians P.E.K.K.A
Arrows
Elite Barbarians Giant P.E.K.K.A Knight
Knight
Bats Executioner Arrows Elite Barbarians
Cannon
Elite Barbarians
Arrows Bats Knight
Giant
Bats Arrows Executioner
Executioner
Knight Giant P.E.K.K.A
P.E.K.K.A
Arrows Bats Executioner

Defense Synergies 3 5

Bats
Knight Cannon P.E.K.K.A
Arrows
Knight Cannon P.E.K.K.A
Knight
Bats Cannon Executioner Arrows
Cannon
Knight Bats Arrows
Elite Barbarians
Giant
Executioner
Knight
P.E.K.K.A
Bats Arrows

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.

Knight Cannon Executioner
Elite Barbarians P.E.K.K.A Bats Knight Cannon Executioner
Cannon P.E.K.K.A Bats Knight Elite Barbarians Executioner
Cannon Elite Barbarians P.E.K.K.A Bats Knight
Arrows Elite Barbarians P.E.K.K.A
Arrows Bats Cannon Executioner
Bats Arrows Cannon Executioner
Arrows Cannon P.E.K.K.A
Cannon P.E.K.K.A Elite Barbarians
Knight Elite Barbarians Cannon
Bats Executioner Arrows Knight Cannon
Arrows Executioner Bats
Cannon P.E.K.K.A Bats Knight Elite Barbarians
Executioner Bats Arrows Cannon P.E.K.K.A
Elite Barbarians P.E.K.K.A Knight Cannon
Cannon Elite Barbarians P.E.K.K.A
Bats Arrows Knight Cannon Elite Barbarians Executioner P.E.K.K.A
Arrows Cannon Bats Knight Elite Barbarians Executioner
Arrows Executioner Bats Knight Cannon
P.E.K.K.A Cannon Elite Barbarians
Bats Arrows Knight Cannon Elite Barbarians Executioner P.E.K.K.A

Counters to secondary win conditions

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

Knight Elite Barbarians P.E.K.K.A
Arrows Knight Elite Barbarians Executioner
P.E.K.K.A Bats Knight Elite Barbarians
P.E.K.K.A Bats Knight Elite Barbarians
P.E.K.K.A Knight Cannon Elite Barbarians Executioner
Arrows Executioner Bats
P.E.K.K.A Bats Knight Elite Barbarians
P.E.K.K.A Knight Elite Barbarians
P.E.K.K.A Bats Knight Elite Barbarians
P.E.K.K.A Cannon
P.E.K.K.A Bats Knight Elite Barbarians
P.E.K.K.A Arrows Elite Barbarians
Elite Barbarians P.E.K.K.A Knight Cannon Executioner
Cannon Executioner
Elite Barbarians Bats Knight Executioner P.E.K.K.A
Bats Arrows Executioner Cannon Elite Barbarians P.E.K.K.A
Arrows Cannon

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 Knight
Arrows Executioner
Arrows
Arrows Knight
Executioner Arrows
Arrows Executioner Bats
Arrows Executioner
Arrows Executioner
Arrows
Bats Elite Barbarians
Arrows Knight
Arrows Executioner
Knight Elite Barbarians Executioner
Arrows
Arrows Elite Barbarians
Arrows Executioner
Arrows Executioner
Arrows
Bats
Arrows Executioner
Arrows
Arrows
Arrows
Arrows Executioner
Arrows Executioner
Arrows
Arrows
Elite Barbarians Bats Arrows Executioner
Bats
Elite Barbarians
Arrows
Arrows
P.E.K.K.A
Arrows
Bats
Arrows Executioner
Arrows
Knight Executioner
Arrows Executioner
Arrows
Elite Barbarians Executioner P.E.K.K.A
Bats Elite Barbarians
Bats Executioner
Executioner

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