My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Knight Battle Ram 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.

Battle Ram

Damage spells

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

Arrows Tornado The Log

Punishments

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

Battle Ram

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 Battle Ram 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Executioner The Log

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 Knight Battle Ram Tornado Executioner P.E.K.K.A

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Knight Tornado Battle Ram Electro Wizard Executioner P.E.K.K.A

Shortest cycle

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

11 The Log Arrows Knight Tornado

Attack Synergies 7 11

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 Knight Battle Ram
Knight
Battle Ram Executioner Arrows The Log Electro Wizard
Battle Ram
Knight The Log Arrows Tornado P.E.K.K.A Electro Wizard
Tornado
Executioner P.E.K.K.A Battle Ram The Log
Executioner
Knight Tornado P.E.K.K.A The Log
P.E.K.K.A
Arrows Tornado Electro Wizard Battle Ram Executioner The Log
The Log
Battle Ram Knight Tornado Executioner P.E.K.K.A
Electro Wizard
P.E.K.K.A Knight Battle Ram

Defense Synergies 5 10

Arrows
Knight Tornado P.E.K.K.A
Knight
Executioner Electro Wizard Arrows Tornado The Log
Battle Ram
Tornado
Executioner P.E.K.K.A Arrows Knight The Log Electro Wizard
Executioner
Knight Tornado The Log
P.E.K.K.A
Tornado The Log Arrows Electro Wizard
The Log
P.E.K.K.A Knight Tornado Executioner Electro Wizard
Electro Wizard
Knight Tornado P.E.K.K.A The Log

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 Executioner The Log Electro Wizard
P.E.K.K.A Knight Executioner The Log Electro Wizard
Tornado P.E.K.K.A Knight Executioner Electro Wizard
P.E.K.K.A Knight Electro Wizard
Arrows Tornado P.E.K.K.A The Log
Arrows Tornado The Log Executioner Electro Wizard
Tornado Electro Wizard Arrows Executioner
Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Tornado
Knight Tornado Electro Wizard
Executioner Electro Wizard Arrows Knight Tornado The Log
Arrows Executioner Tornado Electro Wizard
P.E.K.K.A Knight The Log Electro Wizard
Executioner Arrows Tornado P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Electro Wizard
Tornado P.E.K.K.A The Log Electro Wizard
Arrows Knight Tornado Executioner P.E.K.K.A Electro Wizard
Arrows Knight Tornado Executioner The Log Electro Wizard
Arrows Tornado Executioner The Log Knight Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Arrows Knight Executioner P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Knight P.E.K.K.A Electro Wizard
Electro Wizard Arrows Knight Executioner The Log
P.E.K.K.A Knight The Log Electro Wizard
P.E.K.K.A Knight Tornado The Log Electro Wizard
P.E.K.K.A Knight Executioner
Arrows Executioner Tornado Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Knight Tornado The Log
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Arrows Tornado The Log Electro Wizard
P.E.K.K.A Knight Executioner
Executioner
Electro Wizard Knight Tornado Executioner P.E.K.K.A The Log
Arrows Executioner P.E.K.K.A The Log 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 Knight The Log
Arrows Tornado Executioner The Log Electro Wizard
Arrows The Log
Arrows Knight The Log
Executioner Arrows The Log
Arrows Executioner Tornado
Arrows Tornado Executioner The Log
Arrows The Log Tornado Executioner
Arrows The Log Tornado
Tornado Electro Wizard
Arrows Knight Tornado The Log Electro Wizard
Arrows Tornado Executioner
Knight Executioner The Log
Arrows
Arrows The Log
Arrows Executioner The Log
Arrows Executioner The Log
Arrows Tornado
Arrows Executioner The Log Electro Wizard
Arrows Tornado The Log
The Log
Arrows Tornado
Tornado The Log
Arrows The Log
Arrows Tornado The Log Executioner
Arrows The Log Tornado Executioner Electro Wizard
Arrows Tornado The Log
Arrows Tornado The Log
Arrows Tornado Executioner Electro Wizard
Electro Wizard
Arrows The Log
Arrows Electro Wizard
P.E.K.K.A
Arrows The Log
Electro Wizard
Arrows Tornado Executioner Electro Wizard
Arrows The Log
Knight Executioner Electro Wizard
Arrows The Log Executioner
Arrows Tornado
Executioner P.E.K.K.A
Tornado The Log Electro Wizard
Tornado Executioner Electro Wizard
Tornado Executioner The Log Electro Wizard

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