My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No direct tower 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 spells that can finish it off. 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Executioner Ice Wizard 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.

Bomber Bats Executioner P.E.K.K.A Ice Wizard Royal Ghost Electro Wizard

Offensive cards

Win conditions

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

Missing

Damage spells

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

Missing

Punishments

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

Royal Ghost

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.

Heal Spirit P.E.K.K.A Royal Ghost

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.

Royal Ghost 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
Bomber Bats
Giant Snowball
Bomber Bats
Zap
Bomber Bats
Barbarian Barrel
Bomber Heal Spirit Executioner Ice Wizard Royal Ghost Electro Wizard
The Log
Bomber Heal Spirit
Earthquake
Bomber
Arrows
Bomber Bats Heal Spirit
Royal Delivery
Bomber Bats Heal Spirit Executioner P.E.K.K.A Ice Wizard Royal Ghost Electro Wizard
Fireball
Bomber Executioner Ice Wizard Electro Wizard
Poison
Bomber Bats Executioner Ice Wizard Electro Wizard
Lightning
Executioner Ice Wizard Electro Wizard
Rocket
Executioner

Against air swarms

Spells and units that can counter air swarms.

Executioner Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Executioner Ice Wizard Royal Ghost

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Bats Heal Spirit Executioner P.E.K.K.A Ice Wizard Royal Ghost

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.

Heal Spirit Ice Wizard 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.

Heal Spirit Bomber Bats Ice Wizard Royal Ghost Electro Wizard Executioner P.E.K.K.A

Shortest cycle

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

8 Heal Spirit Bomber Bats Ice Wizard

Attack Synergies 1 8

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
Bats Heal Spirit P.E.K.K.A
Bats
Bomber P.E.K.K.A
Heal Spirit
Bomber P.E.K.K.A
Executioner
P.E.K.K.A
P.E.K.K.A
Electro Wizard Bomber Bats Heal Spirit Executioner Ice Wizard
Ice Wizard
P.E.K.K.A
Royal Ghost
Electro Wizard
Electro Wizard
P.E.K.K.A Royal Ghost

Defense Synergies 0 10

Bomber
Bats P.E.K.K.A Royal Ghost Electro Wizard
Bats
Bomber P.E.K.K.A Ice Wizard Electro Wizard
Heal Spirit
Executioner
P.E.K.K.A
Bomber Bats Ice Wizard Electro Wizard
Ice Wizard
Bats P.E.K.K.A
Royal Ghost
Bomber Electro Wizard
Electro Wizard
Bomber Bats P.E.K.K.A Royal Ghost

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.

Bomber Executioner Electro Wizard
P.E.K.K.A Bomber Bats Executioner Ice Wizard Electro Wizard
P.E.K.K.A Bomber Bats Executioner Ice Wizard Electro Wizard
P.E.K.K.A Bomber Bats Ice Wizard Electro Wizard
Bomber P.E.K.K.A
Bomber Bats Executioner Ice Wizard Royal Ghost Electro Wizard
Bats Electro Wizard Executioner Ice Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Ice Wizard
Bomber Ice Wizard Royal Ghost Electro Wizard
Bats Executioner Ice Wizard Electro Wizard Bomber Royal Ghost
Executioner Bats Ice Wizard Electro Wizard
P.E.K.K.A Bomber Bats Ice Wizard Electro Wizard
Bomber Executioner Bats P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Bomber Bats Executioner P.E.K.K.A Electro Wizard
Bomber Bats Executioner Ice Wizard Royal Ghost Electro Wizard
Executioner Bomber Bats Ice Wizard Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
Bomber Royal Ghost Bats 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.

P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Bomber Executioner Royal Ghost
P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Executioner
Executioner Bats Ice Wizard Electro Wizard
P.E.K.K.A Bats Ice Wizard Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Bats
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Electro Wizard
P.E.K.K.A Executioner
Bomber Executioner
Electro Wizard Bomber Bats Executioner P.E.K.K.A
Bats Executioner Bomber P.E.K.K.A Ice Wizard Royal Ghost 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.)

Royal Ghost
Executioner Ice Wizard Royal Ghost Electro Wizard
Bomber Executioner
Executioner Bats Ice Wizard
Bomber Executioner
Executioner Ice Wizard
Bats Electro Wizard
Electro Wizard
Executioner
Executioner
Bomber Executioner
Executioner
Bomber Bats
Bomber Executioner Electro Wizard
Bomber
Bomber Executioner Ice Wizard
Executioner Ice Wizard Royal Ghost Electro Wizard
Bats Executioner Ice Wizard Electro Wizard
Electro Wizard Bats
Bomber
Electro Wizard
P.E.K.K.A
Electro Wizard Bats
Executioner Ice Wizard Electro Wizard
Executioner Electro Wizard
Bomber Executioner
Executioner P.E.K.K.A
Bats Electro Wizard
Bats Executioner Electro Wizard
Executioner Royal Ghost Electro Wizard

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