My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

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 Giant Executioner Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Giant

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.

Mini P.E.K.K.A Giant

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.

Mini P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Executioner Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Executioner Ice Wizard

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.

Arrows Mini P.E.K.K.A Guards Executioner Ice Wizard

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Arrows Guards Ice Wizard Mini P.E.K.K.A Electro Wizard Giant Executioner

Shortest cycle

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

11 Bomber Arrows Guards Ice Wizard

Attack Synergies 3 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
Giant Mini P.E.K.K.A
Arrows
Giant Mini P.E.K.K.A
Mini P.E.K.K.A
Giant Bomber Arrows Ice Wizard Electro Wizard
Giant
Bomber Arrows Mini P.E.K.K.A Guards Executioner Ice Wizard Electro Wizard
Guards
Giant
Executioner
Giant
Ice Wizard
Mini P.E.K.K.A Giant
Electro Wizard
Mini P.E.K.K.A Giant

Defense Synergies 1 11

Bomber
Mini P.E.K.K.A Guards Electro Wizard
Arrows
Mini P.E.K.K.A Ice Wizard
Mini P.E.K.K.A
Electro Wizard Bomber Arrows Guards Executioner Ice Wizard
Giant
Guards
Bomber Mini P.E.K.K.A Executioner Ice Wizard Electro Wizard
Executioner
Mini P.E.K.K.A Guards
Ice Wizard
Arrows Mini P.E.K.K.A Guards
Electro Wizard
Mini P.E.K.K.A Bomber Guards

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
Mini P.E.K.K.A Bomber Executioner Ice Wizard Electro Wizard
Mini P.E.K.K.A Bomber Executioner Ice Wizard Electro Wizard
Mini P.E.K.K.A Bomber Guards Ice Wizard Electro Wizard
Bomber Arrows Mini P.E.K.K.A
Arrows Bomber Guards Executioner Ice Wizard Electro Wizard
Electro Wizard Arrows Executioner Ice Wizard
Arrows Electro Wizard
Mini P.E.K.K.A Ice Wizard
Guards Bomber Mini P.E.K.K.A Ice Wizard Electro Wizard
Guards Executioner Ice Wizard Electro Wizard Bomber Arrows
Arrows Executioner Ice Wizard Electro Wizard
Mini P.E.K.K.A Bomber Guards Ice Wizard Electro Wizard
Bomber Executioner Arrows Mini P.E.K.K.A Guards Electro Wizard
Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Electro Wizard
Bomber Arrows Mini P.E.K.K.A Executioner Electro Wizard
Arrows Bomber Guards Executioner Ice Wizard Electro Wizard
Arrows Executioner Bomber Guards Ice Wizard Electro Wizard
Mini P.E.K.K.A Electro Wizard
Bomber Arrows Mini P.E.K.K.A Guards Executioner 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 Guards Electro Wizard
Electro Wizard Bomber Arrows Mini P.E.K.K.A Executioner
Guards Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Guards Electro Wizard
Mini P.E.K.K.A Guards Executioner
Arrows Executioner Ice Wizard Electro Wizard
Mini P.E.K.K.A Guards Ice Wizard Electro Wizard
Mini P.E.K.K.A
Electro Wizard Mini P.E.K.K.A
Guards
Mini P.E.K.K.A Guards
Arrows Guards Electro Wizard
Mini P.E.K.K.A Guards Executioner
Bomber Executioner
Guards Electro Wizard Bomber Mini P.E.K.K.A Executioner
Arrows Executioner Bomber Mini P.E.K.K.A Ice Wizard 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 Guards
Arrows Executioner Ice Wizard Electro Wizard
Arrows
Arrows Guards
Bomber Executioner Arrows
Arrows Executioner Ice Wizard
Bomber Arrows Executioner
Arrows Executioner Ice Wizard
Arrows
Mini P.E.K.K.A Guards Electro Wizard
Arrows Electro Wizard
Arrows Executioner
Executioner
Arrows
Arrows
Bomber Arrows Executioner
Arrows Executioner
Arrows
Bomber Mini P.E.K.K.A
Bomber Arrows Mini P.E.K.K.A Executioner Electro Wizard
Bomber Arrows
Arrows
Arrows
Arrows Bomber Executioner Ice Wizard
Arrows Executioner Ice Wizard Electro Wizard
Arrows
Arrows
Arrows Executioner Ice Wizard Electro Wizard
Electro Wizard Guards
Mini P.E.K.K.A
Bomber Arrows
Arrows Electro Wizard
Arrows
Electro Wizard Guards
Arrows Executioner Ice Wizard Electro Wizard
Arrows
Mini P.E.K.K.A Executioner Electro Wizard
Arrows Bomber Executioner
Arrows
Executioner
Guards Electro Wizard
Executioner Electro Wizard
Executioner Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: