My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!

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.

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.

Zap Tornado 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.

Zap Tornado Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado 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.

Guards Tornado 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.

Zap Guards Tornado Electro Wizard Executioner Lightning P.E.K.K.A Golem

Shortest cycle

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

12 Zap Guards Tornado Electro Wizard

Attack Synergies 7 7

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.

Zap
Tornado P.E.K.K.A Electro Wizard Guards Executioner Golem
Guards
Zap
Tornado
Zap Executioner P.E.K.K.A Golem
Executioner
Tornado Zap P.E.K.K.A Golem
Lightning
Golem
P.E.K.K.A
Zap Tornado Electro Wizard Executioner
Golem
Lightning Zap Tornado Executioner Electro Wizard
Electro Wizard
Zap P.E.K.K.A Golem

Defense Synergies 3 8

Zap
Electro Wizard Guards Tornado Executioner P.E.K.K.A
Guards
Zap Executioner Electro Wizard
Tornado
Executioner P.E.K.K.A Zap Electro Wizard
Executioner
Tornado Zap Guards
Lightning
P.E.K.K.A
Tornado Zap Electro Wizard
Golem
Electro Wizard
Zap Guards Tornado 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 Zap Executioner Electro Wizard
P.E.K.K.A Zap Executioner Electro Wizard
Tornado P.E.K.K.A Executioner Lightning Electro Wizard
P.E.K.K.A Guards Electro Wizard
Lightning Tornado P.E.K.K.A
Tornado Zap Guards Executioner Electro Wizard
Tornado Lightning Electro Wizard Zap Executioner
Lightning Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Tornado
Guards Tornado Electro Wizard
Guards Executioner Electro Wizard Zap Tornado
Executioner Zap Tornado Electro Wizard
P.E.K.K.A Zap Guards Lightning Electro Wizard
Executioner Zap Guards Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Tornado Zap Lightning P.E.K.K.A Electro Wizard
Tornado Executioner P.E.K.K.A Electro Wizard
Zap Guards Tornado Executioner Electro Wizard
Zap Tornado Executioner Guards Electro Wizard
P.E.K.K.A Tornado Electro Wizard
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 Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Executioner Lightning
Guards P.E.K.K.A Zap Lightning Electro Wizard
Guards Lightning P.E.K.K.A Zap Tornado Electro Wizard
P.E.K.K.A Guards Executioner
Executioner Zap Tornado Electro Wizard
Guards P.E.K.K.A Lightning Electro Wizard
P.E.K.K.A
Zap Lightning P.E.K.K.A Electro Wizard Tornado
P.E.K.K.A Guards
P.E.K.K.A Guards
Lightning P.E.K.K.A Zap Guards Tornado Electro Wizard
Lightning P.E.K.K.A Guards Executioner
Executioner
Guards Electro Wizard Zap Tornado Executioner Lightning P.E.K.K.A
Executioner Zap 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 Guards
Zap Tornado Executioner Electro Wizard
Lightning
Lightning Guards
Executioner Zap
Executioner Zap Tornado
Tornado Executioner
Zap Tornado Executioner Lightning
Zap Tornado Lightning
Lightning Guards Tornado Electro Wizard
Lightning Zap Tornado Electro Wizard
Lightning Zap Tornado Executioner
Lightning Executioner
Lightning
Lightning Zap
Lightning Zap Executioner
Lightning Executioner
Lightning Tornado
Lightning
Lightning Zap Executioner Electro Wizard
Lightning Zap Tornado
Lightning
Lightning Tornado
Tornado Lightning
Lightning Zap
Zap Tornado Executioner
Zap Tornado Executioner Lightning Electro Wizard
Lightning Zap Tornado
Lightning Zap Tornado
Lightning Zap Tornado Executioner Electro Wizard
Zap Lightning Electro Wizard Guards
Lightning
Lightning Zap
Zap Lightning Electro Wizard
P.E.K.K.A
Lightning
Zap Lightning Electro Wizard Guards
Lightning Zap Tornado Executioner Electro Wizard
Lightning Executioner Electro Wizard
Zap Executioner Lightning
Lightning Zap Tornado
Executioner P.E.K.K.A
Zap Guards Tornado Lightning Electro Wizard
Zap Tornado Executioner Lightning Electro Wizard
Lightning Zap Tornado Executioner Electro Wizard

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