My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
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.

Bats 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.

Skeletons Bats 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.

Missing

Damage spells

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

Zap Tornado Freeze

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Freeze Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Freeze 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.

Bats Tornado Freeze 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.

Skeletons Bats Zap Tornado Freeze Electro Wizard Executioner P.E.K.K.A

Shortest cycle

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

8 Skeletons Bats Zap Tornado

Attack Synergies 6 6

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.

Skeletons
Bats
Zap P.E.K.K.A
Zap
Tornado P.E.K.K.A Electro Wizard Bats Freeze Executioner
Tornado
Zap Executioner P.E.K.K.A Freeze
Freeze
Zap Tornado
Executioner
Tornado Zap P.E.K.K.A
P.E.K.K.A
Zap Tornado Electro Wizard Bats Executioner
Electro Wizard
Zap P.E.K.K.A

Defense Synergies 3 16

Skeletons
Bats Zap Tornado Executioner P.E.K.K.A Electro Wizard
Bats
Skeletons Zap Freeze P.E.K.K.A Electro Wizard
Zap
Electro Wizard Skeletons Bats Tornado Executioner P.E.K.K.A
Tornado
Executioner P.E.K.K.A Skeletons Zap Electro Wizard
Freeze
Bats Electro Wizard
Executioner
Tornado Skeletons Zap
P.E.K.K.A
Tornado Skeletons Bats Zap Electro Wizard
Electro Wizard
Zap Skeletons Bats Tornado Freeze 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.

Zap Executioner Electro Wizard
P.E.K.K.A Skeletons Bats Zap Executioner Electro Wizard
Tornado P.E.K.K.A Skeletons Bats Freeze Executioner Electro Wizard
P.E.K.K.A Skeletons Bats Electro Wizard
Tornado P.E.K.K.A
Tornado Freeze Skeletons Bats Zap Executioner Electro Wizard
Bats Tornado Electro Wizard Zap Freeze Executioner
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons Tornado
Tornado Skeletons Electro Wizard
Bats Executioner Electro Wizard Skeletons Zap Tornado Freeze
Executioner Bats Zap Tornado Electro Wizard
P.E.K.K.A Skeletons Bats Zap Freeze Electro Wizard
Executioner Bats Zap Tornado Freeze P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Tornado Zap Freeze P.E.K.K.A Electro Wizard
Skeletons Bats Tornado Executioner P.E.K.K.A Electro Wizard
Bats Zap Tornado Executioner Electro Wizard
Zap Tornado Freeze Executioner Bats Electro Wizard
P.E.K.K.A Tornado Electro Wizard
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.

Skeletons Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Executioner
P.E.K.K.A Skeletons Bats Zap Electro Wizard
P.E.K.K.A Bats Zap Tornado Electro Wizard
P.E.K.K.A Skeletons Executioner
Executioner Skeletons Bats Zap Tornado Freeze Electro Wizard
P.E.K.K.A Skeletons Bats Electro Wizard
P.E.K.K.A
Zap Freeze P.E.K.K.A Electro Wizard Skeletons Bats Tornado
P.E.K.K.A Skeletons
P.E.K.K.A Bats
P.E.K.K.A Zap Tornado Electro Wizard
P.E.K.K.A Skeletons Executioner
Executioner
Electro Wizard Skeletons Bats Zap Tornado Freeze Executioner P.E.K.K.A
Bats Executioner Zap Freeze 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.)

Freeze
Zap Tornado Executioner Electro Wizard
Freeze
Executioner Zap
Executioner Bats Zap Tornado Freeze
Tornado Executioner
Zap Tornado Freeze Executioner
Zap Tornado
Bats Tornado Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Executioner
Executioner
Freeze
Zap
Zap Executioner
Executioner
Tornado Freeze
Bats
Zap Executioner Electro Wizard
Zap Tornado
Tornado
Tornado
Zap
Zap Tornado Freeze Executioner
Zap Tornado Executioner Electro Wizard
Zap Tornado
Zap Tornado
Bats Zap Tornado Executioner Electro Wizard
Zap Electro Wizard Bats Freeze
Zap
Zap Freeze Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bats Freeze
Zap Tornado Executioner Electro Wizard
Freeze
Executioner Electro Wizard
Zap Executioner
Zap Tornado
Executioner P.E.K.K.A
Zap Bats Tornado Freeze Electro Wizard
Bats Zap Tornado Executioner Electro Wizard
Zap Tornado Freeze Executioner Electro Wizard

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