My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
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!

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.

Knight Battle Ram Executioner P.E.K.K.A Bandit Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Arrows

Punishments

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

Battle Ram Bandit

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.

Knight Battle Ram P.E.K.K.A Bandit

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.

Bandit 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
Battle Ram Bandit
Giant Snowball
Battle Ram
Zap
Battle Ram Bandit
Barbarian Barrel
Knight Battle Ram Executioner Bandit Electro Wizard
The Log
Battle Ram Bandit
Earthquake
Arrows
Royal Delivery
Knight Battle Ram Executioner P.E.K.K.A Bandit Electro Wizard
Fireball
Battle Ram Executioner Bandit Electro Wizard
Poison
Executioner Electro Wizard
Lightning
Knight Battle Ram Executioner Bandit Electro Wizard
Rocket
Executioner

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Knight Battle Ram 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Knight Bandit Battle Ram Electro Wizard Executioner P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Knight Bandit

Attack Synergies 9 12

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
Arrows Battle Ram P.E.K.K.A Electro Wizard Knight Executioner Bandit
Arrows
Zap P.E.K.K.A Knight Battle Ram Bandit
Knight
Battle Ram Executioner Zap Arrows Electro Wizard
Battle Ram
Zap Knight Bandit Arrows P.E.K.K.A Electro Wizard
Executioner
Knight Zap P.E.K.K.A Bandit
P.E.K.K.A
Zap Arrows Electro Wizard Battle Ram Executioner
Bandit
Battle Ram Zap Arrows Executioner Electro Wizard
Electro Wizard
Zap P.E.K.K.A Knight Battle Ram Bandit

Defense Synergies 3 11

Zap
Electro Wizard Arrows Knight Executioner P.E.K.K.A Bandit
Arrows
Zap Knight P.E.K.K.A Bandit
Knight
Executioner Electro Wizard Zap Arrows
Battle Ram
Executioner
Knight Zap Bandit
P.E.K.K.A
Zap Arrows Electro Wizard
Bandit
Zap Arrows Executioner Electro Wizard
Electro Wizard
Zap Knight P.E.K.K.A Bandit

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 Knight Executioner Electro Wizard
P.E.K.K.A Zap Knight Executioner Bandit Electro Wizard
P.E.K.K.A Knight Executioner Bandit Electro Wizard
P.E.K.K.A Knight Bandit Electro Wizard
Arrows P.E.K.K.A
Arrows Zap Executioner Bandit Electro Wizard
Electro Wizard Zap Arrows Executioner
Zap Arrows P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Knight Bandit Electro Wizard
Executioner Electro Wizard Zap Arrows Knight Bandit
Arrows Executioner Zap Electro Wizard
P.E.K.K.A Zap Knight Bandit Electro Wizard
Executioner Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Bandit Electro Wizard
Zap P.E.K.K.A Bandit Electro Wizard
Arrows Knight Executioner P.E.K.K.A Electro Wizard
Arrows Zap Knight Executioner Bandit Electro Wizard
Zap Arrows Executioner Knight Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Arrows Knight Executioner P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Zap P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Arrows Knight Executioner
P.E.K.K.A Bandit Zap Knight Electro Wizard
P.E.K.K.A Zap Knight Bandit Electro Wizard
P.E.K.K.A Knight Executioner Bandit
Arrows Executioner Zap Electro Wizard
P.E.K.K.A Knight Bandit Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight Bandit
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Knight Executioner Bandit
Executioner
Electro Wizard Zap Knight Executioner P.E.K.K.A
Arrows 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.)

Arrows Knight Bandit
Arrows Zap Executioner Bandit Electro Wizard
Arrows Bandit
Arrows Knight
Executioner Zap Arrows
Arrows Executioner Zap
Arrows Executioner
Arrows Zap Executioner
Arrows Zap Bandit
Electro Wizard
Zap Arrows Knight Bandit Electro Wizard
Zap Arrows Executioner
Knight Executioner Bandit
Arrows Bandit
Zap Arrows
Zap Arrows Executioner Bandit
Arrows Executioner Bandit
Arrows
Zap Arrows Executioner Bandit Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows Executioner
Arrows Zap Executioner Bandit Electro Wizard
Zap Arrows Bandit
Zap Arrows Bandit
Zap Arrows Executioner Electro Wizard
Zap Electro Wizard
Zap Arrows Bandit
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Bandit
Zap Arrows Executioner Electro Wizard
Arrows
Knight Executioner Electro Wizard
Arrows Zap Executioner
Zap Arrows
Executioner P.E.K.K.A
Zap Electro Wizard
Zap Executioner Electro Wizard
Zap Executioner Bandit Electro Wizard

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