My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

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.

Battle Ram Dark Prince Executioner P.E.K.K.A Electro Giant

Offensive cards

Win conditions

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

Battle Ram Electro Giant

Damage spells

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

Arrows Earthquake Tornado

Punishments

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

Battle Ram Dark Prince Electro Giant

Pump responses

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

Earthquake

Dropped at the bridge

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

Battle Ram Dark Prince P.E.K.K.A Electro Giant

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.

Dark Prince

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
Battle Ram Dark Prince
Giant Snowball
Battle Ram
Zap
Battle Ram Dark Prince
Barbarian Barrel
Battle Ram Dark Prince Executioner
The Log
Battle Ram Dark Prince
Earthquake
Arrows
Royal Delivery
Battle Ram Dark Prince Executioner P.E.K.K.A
Fireball
Battle Ram Executioner
Poison
Executioner
Lightning
Battle Ram Dark Prince Executioner
Rocket
Executioner

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Executioner Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Earthquake Tornado Dark Prince Executioner Electro Giant

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.

Arrows Battle Ram Tornado Dark Prince Executioner P.E.K.K.A Electro Giant

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.

Arrows Earthquake Tornado Battle Ram Dark Prince Executioner P.E.K.K.A Electro Giant

Shortest cycle

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

13 Arrows Earthquake Tornado Battle Ram

Attack Synergies 5 13

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.

Arrows
P.E.K.K.A Earthquake Battle Ram Dark Prince
Earthquake
Arrows Battle Ram Tornado Dark Prince P.E.K.K.A Electro Giant
Battle Ram
Arrows Earthquake Tornado P.E.K.K.A
Tornado
Executioner P.E.K.K.A Electro Giant Earthquake Battle Ram Dark Prince
Dark Prince
Electro Giant Arrows Earthquake Tornado Executioner
Executioner
Tornado Dark Prince P.E.K.K.A
P.E.K.K.A
Arrows Tornado Earthquake Battle Ram Executioner
Electro Giant
Tornado Dark Prince Earthquake

Defense Synergies 2 7

Arrows
Tornado Dark Prince P.E.K.K.A
Earthquake
Tornado
Battle Ram
Tornado
Executioner P.E.K.K.A Arrows Earthquake Dark Prince Electro Giant
Dark Prince
Arrows Tornado Executioner
Executioner
Tornado Dark Prince
P.E.K.K.A
Tornado Arrows
Electro Giant
Tornado

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.

Earthquake Executioner
P.E.K.K.A Dark Prince Executioner
Tornado P.E.K.K.A Dark Prince Executioner
P.E.K.K.A Dark Prince
Arrows Earthquake Tornado Dark Prince P.E.K.K.A
Arrows Tornado Earthquake Dark Prince Executioner
Tornado Arrows Executioner
Earthquake Arrows P.E.K.K.A Electro Giant
P.E.K.K.A Tornado
Tornado Dark Prince
Executioner Arrows Earthquake Tornado Dark Prince Electro Giant
Arrows Executioner Tornado
P.E.K.K.A Earthquake Dark Prince
Executioner Arrows Earthquake Tornado Dark Prince P.E.K.K.A
P.E.K.K.A
Tornado P.E.K.K.A Electro Giant
Arrows Tornado Dark Prince Executioner P.E.K.K.A
Arrows Tornado Dark Prince Executioner
Arrows Earthquake Tornado Executioner Dark Prince
P.E.K.K.A Tornado
Dark Prince Arrows Earthquake Executioner P.E.K.K.A Electro Giant

Counters to secondary win conditions

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

Dark Prince P.E.K.K.A Electro Giant
Arrows Executioner
P.E.K.K.A Dark Prince
Dark Prince P.E.K.K.A Tornado
P.E.K.K.A Dark Prince Executioner
Arrows Executioner Electro Giant Tornado
Dark Prince P.E.K.K.A
P.E.K.K.A Dark Prince
P.E.K.K.A Tornado Dark Prince
P.E.K.K.A
P.E.K.K.A Dark Prince
P.E.K.K.A Arrows Tornado Dark Prince Electro Giant
Dark Prince P.E.K.K.A Executioner
Executioner Electro Giant
Electro Giant Tornado Dark Prince Executioner P.E.K.K.A
Arrows Executioner Earthquake Dark Prince P.E.K.K.A Electro Giant
Arrows
Tornado P.E.K.K.A
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.)

Earthquake Arrows
Arrows Tornado Executioner
Earthquake Arrows
Earthquake Arrows Dark Prince
Executioner Arrows Earthquake Dark Prince
Arrows Executioner Electro Giant Tornado
Arrows Earthquake Tornado Executioner
Arrows Earthquake Tornado Executioner
Arrows Tornado
Tornado
Arrows Earthquake Tornado Dark Prince
Arrows Tornado Executioner
Earthquake Executioner
Earthquake Arrows
Earthquake Arrows
Earthquake Arrows Executioner
Earthquake Arrows Executioner
Arrows Earthquake Tornado
Arrows Earthquake Dark Prince Executioner
Arrows Earthquake Tornado Electro Giant
Earthquake
Arrows Tornado
Tornado
Earthquake Arrows
Arrows Earthquake Tornado Electro Giant Dark Prince Executioner
Arrows Earthquake Tornado Executioner
Arrows Tornado
Arrows Tornado
Arrows Tornado Executioner Electro Giant
Electro Giant
Arrows Earthquake
Arrows
P.E.K.K.A
Arrows Earthquake
Earthquake Dark Prince
Arrows Tornado Executioner
Arrows
Dark Prince Executioner
Arrows Earthquake Executioner
Arrows Tornado Electro Giant
Dark Prince Executioner P.E.K.K.A
Electro Giant Tornado
Tornado Executioner
Tornado Dark Prince Executioner Electro Giant
P.E.K.K.A

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: