My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 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.

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

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows Lightning

Pump responses

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

Lightning

Dropped at the bridge

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

P.E.K.K.A Golem

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.

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

Arrows Guards Executioner P.E.K.K.A Golem

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Arrows Guards Electro Wizard Executioner Lightning P.E.K.K.A Golem

Shortest cycle

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

10 Mirror Arrows Guards Electro Wizard

Attack Synergies 5 5

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
Mirror P.E.K.K.A Golem Lightning
Mirror
Arrows Lightning
Guards
Executioner
P.E.K.K.A Golem
Lightning
Golem Arrows Mirror
P.E.K.K.A
Arrows Electro Wizard Executioner
Golem
Arrows Lightning Executioner Electro Wizard
Electro Wizard
P.E.K.K.A Golem

Defense Synergies 1 7

Arrows
Mirror Lightning P.E.K.K.A
Mirror
Arrows Executioner Electro Wizard
Guards
Executioner Electro Wizard
Executioner
Mirror Guards
Lightning
Arrows
P.E.K.K.A
Arrows Electro Wizard
Golem
Electro Wizard
Mirror Guards 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.

Lightning Executioner Electro Wizard
P.E.K.K.A Executioner Electro Wizard
P.E.K.K.A Executioner Lightning Electro Wizard
P.E.K.K.A Guards Electro Wizard
Lightning Arrows P.E.K.K.A
Arrows Guards Executioner Electro Wizard
Lightning Electro Wizard Arrows Executioner
Lightning Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Guards Electro Wizard
Guards Executioner Electro Wizard Arrows
Arrows Executioner Electro Wizard
P.E.K.K.A Guards Lightning Electro Wizard
Executioner Arrows Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Lightning P.E.K.K.A Electro Wizard
Arrows Executioner P.E.K.K.A Electro Wizard
Arrows Guards Executioner Electro Wizard
Arrows Executioner Guards Electro Wizard
P.E.K.K.A Electro Wizard
Arrows Guards 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.

Guards P.E.K.K.A Electro Wizard
Electro Wizard Arrows Executioner Lightning
Guards P.E.K.K.A Lightning Electro Wizard
Guards Lightning P.E.K.K.A Electro Wizard
P.E.K.K.A Guards Executioner
Arrows Executioner Electro Wizard
Guards P.E.K.K.A Lightning Electro Wizard
P.E.K.K.A
Lightning P.E.K.K.A Electro Wizard
P.E.K.K.A Guards
P.E.K.K.A Guards
Lightning P.E.K.K.A Arrows Guards Electro Wizard
Lightning P.E.K.K.A Guards Executioner
Executioner
Guards Electro Wizard Executioner Lightning P.E.K.K.A
Arrows Executioner 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.)

Lightning Arrows Guards
Arrows Executioner Electro Wizard
Lightning Arrows
Lightning Arrows Guards
Executioner Arrows
Arrows Executioner
Arrows Executioner
Arrows Executioner Lightning
Arrows Lightning
Lightning Guards Electro Wizard
Lightning Arrows Electro Wizard
Lightning Arrows Executioner
Lightning Executioner
Lightning Arrows
Lightning Arrows
Lightning Arrows Executioner
Lightning Arrows Executioner
Lightning Arrows
Lightning
Lightning Arrows Executioner Electro Wizard
Lightning Arrows
Lightning
Lightning Arrows
Lightning
Lightning Arrows
Arrows Executioner
Arrows Executioner Lightning Electro Wizard
Lightning Arrows
Lightning Arrows
Lightning Arrows Executioner Electro Wizard
Lightning Electro Wizard Guards
Lightning
Lightning Arrows
Lightning Arrows Electro Wizard
P.E.K.K.A
Arrows Lightning
Lightning Electro Wizard Guards
Lightning Arrows Executioner Electro Wizard
Arrows
Lightning Executioner Electro Wizard
Arrows Executioner Lightning
Lightning Arrows
Executioner P.E.K.K.A
Guards Lightning Electro Wizard
Executioner Lightning Electro Wizard
Lightning Executioner Electro Wizard

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