My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 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!
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 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!

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 Inferno Dragon

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 Electro Wizard Inferno Dragon Mega Knight

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 Arrows

Punishments

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

Elite Barbarians Mega Knight

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.

Elite Barbarians P.E.K.K.A Mega Knight

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.

Elite Barbarians 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
Elite Barbarians Inferno Dragon
Giant Snowball
Inferno Dragon
Zap
Inferno Dragon
Barbarian Barrel
Elite Barbarians Executioner Electro Wizard
The Log
Elite Barbarians
Earthquake
Arrows
Royal Delivery
Elite Barbarians Executioner P.E.K.K.A Electro Wizard Inferno Dragon
Fireball
Elite Barbarians Executioner Electro Wizard Inferno Dragon
Poison
Executioner Electro Wizard
Lightning
Elite Barbarians Executioner Electro Wizard Inferno Dragon
Rocket
Elite Barbarians Executioner Inferno Dragon

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 Mega Knight

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 Executioner P.E.K.K.A Inferno Dragon Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Elite Barbarians

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 Arrows Electro Wizard Inferno Dragon Executioner Elite Barbarians P.E.K.K.A Mega Knight

Shortest cycle

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

13 Zap Arrows Electro Wizard Inferno Dragon

Attack Synergies 8 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
Arrows Elite Barbarians P.E.K.K.A Electro Wizard Executioner Mega Knight
Arrows
Zap Elite Barbarians P.E.K.K.A Mega Knight
Elite Barbarians
Zap Arrows Mega Knight
Executioner
Zap P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Arrows Electro Wizard Executioner
Electro Wizard
Zap P.E.K.K.A Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Zap Arrows Elite Barbarians Executioner Electro Wizard

Defense Synergies 3 12

Zap
Electro Wizard Mega Knight Arrows Elite Barbarians Executioner P.E.K.K.A Inferno Dragon
Arrows
Mega Knight Zap P.E.K.K.A
Elite Barbarians
Zap Mega Knight
Executioner
Zap Mega Knight
P.E.K.K.A
Zap Arrows Electro Wizard
Electro Wizard
Zap P.E.K.K.A Inferno Dragon Mega Knight
Inferno Dragon
Zap Electro Wizard Mega Knight
Mega Knight
Zap Arrows Elite Barbarians Executioner Electro Wizard Inferno Dragon

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
Elite Barbarians P.E.K.K.A Inferno Dragon Zap Executioner Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Elite Barbarians Executioner Electro Wizard Inferno Dragon
Elite Barbarians P.E.K.K.A Inferno Dragon Electro Wizard Mega Knight
Arrows Elite Barbarians P.E.K.K.A Mega Knight
Arrows Zap Executioner Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Zap Arrows Executioner
Zap Arrows P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A Inferno Dragon Elite Barbarians
Elite Barbarians Electro Wizard Mega Knight
Executioner Electro Wizard Zap Arrows Mega Knight
Arrows Executioner Inferno Dragon Zap Electro Wizard
P.E.K.K.A Mega Knight Zap Elite Barbarians Electro Wizard
Executioner Mega Knight Zap Arrows P.E.K.K.A Electro Wizard
Elite Barbarians P.E.K.K.A Inferno Dragon Electro Wizard Mega Knight
Zap Elite Barbarians P.E.K.K.A Electro Wizard Inferno Dragon Mega Knight
Mega Knight Arrows Elite Barbarians Executioner P.E.K.K.A Electro Wizard
Arrows Mega Knight Zap Elite Barbarians Executioner Electro Wizard
Zap Arrows Executioner Electro Wizard Inferno Dragon Mega Knight
P.E.K.K.A Elite Barbarians Electro Wizard Inferno Dragon
Mega Knight Arrows Elite Barbarians 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.

Mega Knight Zap Elite Barbarians P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Elite Barbarians Executioner Inferno Dragon Mega Knight
P.E.K.K.A Mega Knight Zap Elite Barbarians Electro Wizard
P.E.K.K.A Mega Knight Zap Elite Barbarians Electro Wizard
P.E.K.K.A Elite Barbarians Executioner Inferno Dragon Mega Knight
Arrows Executioner Zap Electro Wizard
P.E.K.K.A Elite Barbarians Electro Wizard
P.E.K.K.A Mega Knight Elite Barbarians Inferno Dragon
Zap P.E.K.K.A Electro Wizard Mega Knight Elite Barbarians Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight Elite Barbarians
P.E.K.K.A Mega Knight Zap Arrows Elite Barbarians Electro Wizard
Elite Barbarians P.E.K.K.A Mega Knight Executioner
Executioner Mega Knight
Elite Barbarians Electro Wizard Zap Executioner P.E.K.K.A Inferno Dragon
Arrows Executioner Mega Knight Zap Elite Barbarians P.E.K.K.A Electro Wizard Inferno Dragon

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
Arrows Zap Executioner Electro Wizard
Arrows
Arrows
Executioner Zap Arrows Mega Knight
Arrows Executioner Zap
Arrows Executioner
Arrows Zap Executioner
Arrows Zap
Elite Barbarians Electro Wizard
Zap Arrows Electro Wizard
Zap Arrows Executioner
Elite Barbarians Executioner
Arrows
Zap Arrows Elite Barbarians
Zap Arrows Executioner
Arrows Executioner Mega Knight
Arrows
Zap Arrows Executioner Electro Wizard Mega Knight
Zap Arrows Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Executioner Mega Knight
Inferno Dragon
Arrows Zap Executioner Electro Wizard
Zap Arrows Mega Knight
Zap Arrows
Elite Barbarians Zap Arrows Executioner Electro Wizard
Zap Electro Wizard
Elite Barbarians
Zap Arrows Mega Knight
Zap Arrows Electro Wizard
P.E.K.K.A Mega Knight
Arrows
Zap Electro Wizard
Zap Arrows Executioner Electro Wizard
Arrows
Executioner Electro Wizard Mega Knight
Arrows Zap Executioner
Zap Arrows
Elite Barbarians Executioner P.E.K.K.A Mega Knight
Zap Elite Barbarians Electro Wizard
Zap Executioner Electro Wizard
Zap Executioner Electro Wizard Mega Knight

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