My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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!
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!
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.

Firecracker Executioner 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.

Firecracker Elixir Golem Executioner P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Elixir Golem

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 Elixir Golem Mini P.E.K.K.A

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.

Elite Barbarians Elixir Golem Mini P.E.K.K.A 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.

Firecracker Elite Barbarians Mini P.E.K.K.A Electro Wizard

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
Elite Barbarians Elixir Golem
Giant Snowball
Zap
Firecracker
Barbarian Barrel
Firecracker Elite Barbarians Elixir Golem Executioner Electro Wizard
The Log
Firecracker Elite Barbarians Elixir Golem Mini P.E.K.K.A
Earthquake
Firecracker Elixir Golem
Arrows
Firecracker
Royal Delivery
Firecracker Elite Barbarians Elixir Golem Mini P.E.K.K.A Executioner P.E.K.K.A Electro Wizard
Fireball
Firecracker Elite Barbarians Elixir Golem Executioner Electro Wizard
Poison
Firecracker Elixir Golem Executioner Electro Wizard
Lightning
Elite Barbarians Mini P.E.K.K.A Executioner Electro Wizard
Rocket
Elite Barbarians Executioner

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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.

Arrows Elixir Golem Mini P.E.K.K.A 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

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Firecracker Elixir Golem Mini P.E.K.K.A Electro Wizard Executioner Elite Barbarians P.E.K.K.A

Shortest cycle

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

13 Arrows Firecracker Elixir Golem Mini P.E.K.K.A

Attack Synergies 4 9

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
Elite Barbarians P.E.K.K.A Elixir Golem Mini P.E.K.K.A
Firecracker
Elixir Golem Elite Barbarians Mini P.E.K.K.A P.E.K.K.A
Elite Barbarians
Arrows Firecracker
Elixir Golem
Firecracker Arrows Mini P.E.K.K.A Executioner
Mini P.E.K.K.A
Arrows Firecracker Elixir Golem Electro Wizard
Executioner
Elixir Golem P.E.K.K.A
P.E.K.K.A
Arrows Electro Wizard Firecracker Executioner
Electro Wizard
P.E.K.K.A Mini P.E.K.K.A

Defense Synergies 1 8

Arrows
Mini P.E.K.K.A P.E.K.K.A
Firecracker
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Elite Barbarians
Mini P.E.K.K.A
Elixir Golem
Mini P.E.K.K.A
Electro Wizard Arrows Firecracker Elite Barbarians Executioner
Executioner
Mini P.E.K.K.A
P.E.K.K.A
Arrows Firecracker Electro Wizard
Electro Wizard
Mini P.E.K.K.A Firecracker P.E.K.K.A

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.

Firecracker Executioner Electro Wizard
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Firecracker Executioner Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Elite Barbarians Executioner Electro Wizard
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Firecracker Electro Wizard
Arrows Firecracker Elite Barbarians Mini P.E.K.K.A P.E.K.K.A
Arrows Firecracker Executioner Electro Wizard
Electro Wizard Arrows Firecracker Executioner
Arrows P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Elite Barbarians
Elite Barbarians Firecracker Mini P.E.K.K.A Electro Wizard
Executioner Electro Wizard Arrows Firecracker
Arrows Executioner Firecracker Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Elite Barbarians Electro Wizard
Executioner Arrows Firecracker Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Arrows Firecracker Elite Barbarians Mini P.E.K.K.A Executioner P.E.K.K.A Electro Wizard
Arrows Firecracker Elite Barbarians Executioner Electro Wizard
Arrows Executioner Firecracker Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Elite Barbarians Electro Wizard
Arrows Firecracker Elite Barbarians Mini P.E.K.K.A Executioner P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Elite Barbarians P.E.K.K.A Electro Wizard
Electro Wizard Arrows Firecracker Elite Barbarians Mini P.E.K.K.A Executioner
P.E.K.K.A Elite Barbarians Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Elite Barbarians Electro Wizard
P.E.K.K.A Elite Barbarians Mini P.E.K.K.A Executioner
Arrows Firecracker Executioner Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Elite Barbarians Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Elite Barbarians
P.E.K.K.A Electro Wizard Firecracker Elite Barbarians Mini P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Elite Barbarians Mini P.E.K.K.A
P.E.K.K.A Arrows Elite Barbarians Electro Wizard
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Executioner
Firecracker Executioner
Elite Barbarians Electro Wizard Firecracker Mini P.E.K.K.A Executioner P.E.K.K.A
Arrows Executioner Firecracker Elite Barbarians Mini P.E.K.K.A P.E.K.K.A 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.)

Arrows Firecracker
Arrows Firecracker Executioner Electro Wizard
Arrows
Arrows Firecracker
Executioner Arrows Firecracker
Arrows Firecracker Executioner
Arrows Firecracker Executioner
Arrows Firecracker Executioner
Arrows Firecracker
Elite Barbarians Mini P.E.K.K.A Electro Wizard
Firecracker Arrows Electro Wizard
Arrows Firecracker Executioner
Firecracker Elite Barbarians Executioner
Arrows Firecracker
Arrows Firecracker Elite Barbarians
Arrows Firecracker Executioner
Arrows Firecracker Executioner
Arrows
Mini P.E.K.K.A
Arrows Firecracker Mini P.E.K.K.A Executioner Electro Wizard
Arrows Firecracker
Arrows
Arrows
Arrows Firecracker Executioner
Arrows Firecracker Executioner Electro Wizard
Arrows
Arrows Firecracker
Elite Barbarians Arrows Firecracker Executioner Electro Wizard
Electro Wizard Firecracker
Elite Barbarians Mini P.E.K.K.A
Arrows
Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker
Electro Wizard
Arrows Firecracker Executioner Electro Wizard
Arrows
Firecracker Mini P.E.K.K.A Executioner Electro Wizard
Arrows Firecracker Executioner
Arrows
Firecracker Elite Barbarians Executioner P.E.K.K.A
Firecracker Elite Barbarians Electro Wizard
Firecracker Executioner Electro Wizard
Firecracker Executioner Electro Wizard

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