My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
RIP

3 problems 3 warnings Why?

Missing cards in your collection

Electro Dragon

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!
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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Bandit Electro Wizard 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.

Arrows Fireball Freeze

Punishments

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

Bandit Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

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 Bandit 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Freeze Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Freeze 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 Freeze Executioner P.E.K.K.A 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.

Fireball

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.

Fireball 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.

Arrows Bandit Fireball Freeze Electro Wizard Executioner P.E.K.K.A Mega Knight

Shortest cycle

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

14 Arrows Bandit Fireball Freeze

Attack Synergies 3 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.

Arrows
Fireball P.E.K.K.A Freeze Bandit Mega Knight
Fireball
Arrows Freeze Electro Wizard Mega Knight
Freeze
Arrows Fireball
Executioner
P.E.K.K.A Bandit Mega Knight
P.E.K.K.A
Arrows Electro Wizard Executioner
Bandit
Arrows Executioner Electro Wizard Mega Knight
Electro Wizard
P.E.K.K.A Fireball Bandit Mega Knight
Mega Knight
Arrows Fireball Executioner Bandit Electro Wizard

Defense Synergies 1 15

Arrows
Mega Knight Fireball P.E.K.K.A Bandit
Fireball
Arrows Freeze Bandit Electro Wizard Mega Knight
Freeze
Fireball Electro Wizard Mega Knight
Executioner
Bandit Mega Knight
P.E.K.K.A
Arrows Electro Wizard
Bandit
Arrows Fireball Executioner Electro Wizard Mega Knight
Electro Wizard
Fireball Freeze P.E.K.K.A Bandit Mega Knight
Mega Knight
Arrows Fireball Freeze Executioner Bandit Electro Wizard

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.

Fireball Executioner Electro Wizard
P.E.K.K.A Executioner Bandit Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Freeze Executioner Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard Mega Knight
Arrows Fireball P.E.K.K.A Mega Knight
Arrows Fireball Freeze Executioner Bandit Electro Wizard Mega Knight
Electro Wizard Arrows Fireball Freeze Executioner
Arrows Fireball P.E.K.K.A Bandit Electro Wizard Mega Knight
P.E.K.K.A
Bandit Electro Wizard Mega Knight
Executioner Electro Wizard Arrows Fireball Freeze Bandit Mega Knight
Arrows Executioner Fireball Electro Wizard
P.E.K.K.A Mega Knight Fireball Freeze Bandit Electro Wizard
Fireball Executioner Mega Knight Arrows Freeze P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard Mega Knight
Fireball Freeze P.E.K.K.A Bandit Electro Wizard Mega Knight
Mega Knight Arrows Fireball Executioner P.E.K.K.A Electro Wizard
Arrows Fireball Mega Knight Executioner Bandit Electro Wizard
Arrows Freeze Executioner Fireball Bandit Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Mega Knight Arrows Fireball 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.

Mega Knight Fireball P.E.K.K.A Bandit Electro Wizard
Fireball Bandit Electro Wizard Arrows Executioner Mega Knight
P.E.K.K.A Bandit Mega Knight Electro Wizard
P.E.K.K.A Mega Knight Fireball Bandit Electro Wizard
P.E.K.K.A Executioner Bandit Mega Knight
Arrows Fireball Executioner Freeze Electro Wizard
P.E.K.K.A Fireball Bandit Electro Wizard
P.E.K.K.A Mega Knight
Freeze P.E.K.K.A Electro Wizard Mega Knight Fireball Bandit
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Arrows Fireball Electro Wizard
P.E.K.K.A Mega Knight Fireball Executioner Bandit
Fireball Executioner Mega Knight
Electro Wizard Fireball Freeze Executioner P.E.K.K.A
Arrows Executioner Mega Knight Fireball 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.)

Fireball Arrows Freeze Bandit
Arrows Fireball Executioner Bandit Electro Wizard
Arrows Fireball Bandit
Arrows Fireball Freeze
Fireball Executioner Arrows Mega Knight
Arrows Fireball Executioner Freeze
Arrows Executioner
Arrows Fireball Freeze Executioner
Arrows Fireball Bandit
Fireball Electro Wizard
Arrows Fireball Bandit Electro Wizard
Fireball Arrows Executioner
Fireball Executioner Bandit
Arrows Fireball Freeze Bandit
Arrows Fireball
Arrows Fireball Executioner Bandit
Arrows Fireball Executioner Bandit Mega Knight
Arrows Fireball Freeze
Arrows Fireball Executioner Bandit Electro Wizard Mega Knight
Arrows Fireball Mega Knight
Fireball Mega Knight
Arrows Fireball
Arrows Fireball
Arrows Freeze Fireball Executioner Mega Knight
Arrows Fireball Executioner Bandit Electro Wizard
Fireball Arrows Bandit Mega Knight
Fireball Arrows Bandit
Arrows Fireball Executioner Electro Wizard
Electro Wizard Fireball Freeze
Fireball
Arrows Fireball Bandit Mega Knight
Arrows Fireball Freeze Electro Wizard
P.E.K.K.A Mega Knight
Arrows Fireball
Electro Wizard Fireball Freeze Bandit
Fireball Arrows Executioner Electro Wizard
Freeze
Arrows Fireball
Fireball Executioner Electro Wizard Mega Knight
Arrows Fireball Executioner
Arrows Fireball
Executioner P.E.K.K.A Mega Knight
Fireball Freeze Electro Wizard
Fireball Executioner Electro Wizard
Fireball Freeze Executioner Bandit Electro Wizard Mega Knight

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