My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Archers Executioner

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.

Bomber Archers Royal Giant Giant Bowler Executioner P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant Giant

Damage spells

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

Fireball

Punishments

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

Royal Giant Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Royal Giant Giant P.E.K.K.A

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
Bomber Archers Royal Giant Giant
Giant Snowball
Bomber Archers
Zap
Bomber Archers Royal Giant
Barbarian Barrel
Bomber Archers Executioner
The Log
Bomber Archers Royal Giant
Earthquake
Bomber Archers
Arrows
Bomber Archers
Royal Delivery
Bomber Archers Bowler Executioner P.E.K.K.A
Fireball
Bomber Archers Bowler Executioner
Poison
Bomber Archers Executioner
Lightning
Bowler Executioner
Rocket
Bowler Executioner

Against air swarms

Spells and units that can counter air swarms.

Fireball Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Fireball Bowler 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.

Bowler 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.

Royal Giant Fireball

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.

Fireball

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Archers Fireball Giant Bowler Executioner Royal Giant P.E.K.K.A

Shortest cycle

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

14 Bomber Archers Fireball Giant

Attack Synergies 3 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.

Bomber
Royal Giant Giant P.E.K.K.A
Archers
Royal Giant Giant Bowler P.E.K.K.A
Royal Giant
Bomber Fireball Archers Bowler Executioner
Fireball
Royal Giant Giant
Giant
Bomber Archers Fireball Bowler Executioner
Bowler
Archers Royal Giant Giant Executioner
Executioner
Royal Giant Giant Bowler P.E.K.K.A
P.E.K.K.A
Bomber Archers Executioner

Defense Synergies 0 3

Bomber
P.E.K.K.A
Archers
Bowler P.E.K.K.A
Royal Giant
Fireball
Giant
Bowler
Archers
Executioner
P.E.K.K.A
Bomber Archers

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.

Bowler Bomber Fireball Executioner
P.E.K.K.A Bomber Executioner
Bowler P.E.K.K.A Bomber Archers Executioner
P.E.K.K.A Bomber Bowler
Bomber Fireball Bowler P.E.K.K.A
Fireball Bowler Bomber Archers Executioner
Archers Fireball Executioner
Bowler Fireball P.E.K.K.A
P.E.K.K.A
Bomber Archers Bowler
Archers Executioner Bomber Fireball Bowler
Executioner Archers Fireball
Bowler P.E.K.K.A Bomber Fireball
Bomber Fireball Bowler Executioner P.E.K.K.A
P.E.K.K.A
Fireball Bowler P.E.K.K.A
Bomber Fireball Bowler Executioner P.E.K.K.A
Fireball Bomber Archers Bowler Executioner
Executioner Bomber Archers Fireball Bowler
P.E.K.K.A
Bomber Bowler Archers Fireball Executioner P.E.K.K.A

Counters to secondary win conditions

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

Archers Fireball Bowler P.E.K.K.A
Fireball Bomber Archers Bowler Executioner
P.E.K.K.A Bowler
Bowler P.E.K.K.A Fireball
P.E.K.K.A Bowler Executioner
Fireball Executioner Archers
P.E.K.K.A Archers Fireball Bowler
P.E.K.K.A
P.E.K.K.A Fireball
P.E.K.K.A
P.E.K.K.A Bowler
P.E.K.K.A Fireball Bowler
Bowler P.E.K.K.A Fireball Executioner
Bomber Archers Fireball Bowler Executioner
Bomber Archers Fireball Bowler Executioner P.E.K.K.A
Bowler Executioner Bomber Archers Fireball P.E.K.K.A

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.)

Fireball
Fireball Bowler Executioner
Fireball
Fireball
Bomber Fireball Executioner Bowler
Fireball Executioner
Bomber Archers Bowler Executioner
Fireball Bowler Executioner
Fireball
Fireball Bowler
Fireball Bowler
Fireball Archers Executioner
Fireball Bowler Executioner
Fireball
Fireball
Bomber Fireball Bowler Executioner
Fireball Bowler Executioner
Fireball
Bomber
Bomber Archers Fireball Bowler Executioner
Bomber Fireball Bowler
Fireball Bowler
Fireball
Bowler
Fireball
Bomber Fireball Bowler Executioner
Fireball Bowler Executioner
Fireball Bowler
Fireball
Archers Fireball Executioner
Fireball
Fireball Bowler
Bomber Fireball
Fireball
P.E.K.K.A
Fireball Bowler
Archers Fireball
Fireball Archers Executioner
Fireball
Fireball Bowler Executioner
Bomber Fireball Bowler Executioner
Fireball
Executioner P.E.K.K.A
Fireball Bowler
Fireball Executioner
Fireball Bowler Executioner

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