My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Bad
Versatility
Godly!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Goblin Gang 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.

Bats Archers 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

Punishments

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

Goblin Gang

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.

Goblin Gang 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
Bats Archers Goblin Gang
Giant Snowball
Bats Archers Goblin Gang
Zap
Bats Archers Goblin Gang
Barbarian Barrel
Archers Goblin Gang Executioner Electro Wizard
The Log
Archers Goblin Gang
Earthquake
Archers Goblin Gang
Arrows
Bats Archers Goblin Gang
Royal Delivery
Bats Archers Goblin Gang Executioner P.E.K.K.A Electro Wizard
Fireball
Archers Goblin Gang Executioner Electro Wizard
Poison
Bats Archers Goblin Gang 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.

Bats Tornado 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.

Goblin Gang 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.

Bats Zap Archers Goblin Gang Tornado Electro Wizard Executioner P.E.K.K.A

Shortest cycle

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

10 Bats Zap Archers Goblin Gang

Attack Synergies 6 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.

Bats
Zap P.E.K.K.A
Zap
Tornado P.E.K.K.A Electro Wizard Bats Archers Executioner
Archers
Zap P.E.K.K.A
Goblin Gang
P.E.K.K.A
Tornado
Zap Executioner P.E.K.K.A
Executioner
Tornado Zap P.E.K.K.A
P.E.K.K.A
Zap Tornado Electro Wizard Bats Archers Goblin Gang Executioner
Electro Wizard
Zap P.E.K.K.A

Defense Synergies 3 16

Bats
Zap P.E.K.K.A Electro Wizard
Zap
Electro Wizard Bats Archers Goblin Gang Tornado Executioner P.E.K.K.A
Archers
Zap Goblin Gang Tornado P.E.K.K.A Electro Wizard
Goblin Gang
Zap Archers P.E.K.K.A Electro Wizard
Tornado
Executioner P.E.K.K.A Zap Archers Electro Wizard
Executioner
Tornado Zap
P.E.K.K.A
Tornado Bats Zap Archers Goblin Gang Electro Wizard
Electro Wizard
Zap Bats Archers Goblin Gang 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.

Zap Executioner Electro Wizard
P.E.K.K.A Bats Zap Goblin Gang Executioner Electro Wizard
Goblin Gang Tornado P.E.K.K.A Bats Archers Executioner Electro Wizard
P.E.K.K.A Bats Goblin Gang Electro Wizard
Tornado P.E.K.K.A
Goblin Gang Tornado Bats Zap Archers Executioner Electro Wizard
Bats Tornado Electro Wizard Zap Archers Goblin Gang Executioner
Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Tornado
Goblin Gang Tornado Archers Electro Wizard
Bats Archers Goblin Gang Executioner Electro Wizard Zap Tornado
Executioner Bats Zap Archers Goblin Gang Tornado Electro Wizard
P.E.K.K.A Bats Zap Goblin Gang Electro Wizard
Executioner Bats Zap Goblin Gang Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Electro Wizard
Tornado Zap Goblin Gang P.E.K.K.A Electro Wizard
Bats Goblin Gang Tornado Executioner P.E.K.K.A Electro Wizard
Bats Zap Archers Goblin Gang Tornado Executioner Electro Wizard
Zap Tornado Executioner Bats Archers Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Goblin Gang Bats Archers 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.

Goblin Gang Zap Archers P.E.K.K.A Electro Wizard
Electro Wizard Zap Archers Goblin Gang Executioner
Goblin Gang P.E.K.K.A Bats Zap Electro Wizard
Goblin Gang P.E.K.K.A Bats Zap Tornado Electro Wizard
P.E.K.K.A Goblin Gang Executioner
Executioner Bats Zap Archers Goblin Gang Tornado Electro Wizard
Goblin Gang P.E.K.K.A Bats Archers Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bats Tornado
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats
P.E.K.K.A Zap Tornado Electro Wizard
P.E.K.K.A Goblin Gang Executioner
Archers Executioner
Goblin Gang Electro Wizard Bats Zap Archers Tornado Executioner P.E.K.K.A
Bats Executioner Zap Archers 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.)

Zap Tornado Executioner Electro Wizard
Executioner Zap
Executioner Bats Zap Tornado
Archers Tornado Executioner
Zap Tornado Executioner
Zap Tornado
Bats Goblin Gang Tornado Electro Wizard
Zap Tornado Electro Wizard
Zap Archers Tornado Executioner
Executioner
Zap
Zap Executioner
Executioner
Tornado
Bats
Zap Archers Executioner Electro Wizard
Zap Tornado
Tornado
Tornado
Zap
Zap Tornado Executioner
Zap Tornado Executioner Electro Wizard
Zap Tornado
Zap Tornado
Bats Zap Archers Tornado Executioner Electro Wizard
Zap Electro Wizard Bats
Zap
Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard Bats Archers Goblin Gang
Zap Archers Tornado Executioner Electro Wizard
Goblin Gang Executioner Electro Wizard
Zap Executioner
Zap Tornado
Executioner P.E.K.K.A
Zap Bats Goblin Gang Tornado Electro Wizard
Bats Zap Tornado Executioner Electro Wizard
Zap Tornado Executioner Electro Wizard

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