My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Advanced stuff

Defensive cards

Anti-air

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

Minions Executioner

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 Executioner Electro Giant Royal Ghost

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Zap

Punishments

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

Mini P.E.K.K.A Electro Giant Royal Ghost

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 Mini P.E.K.K.A Electro Giant Royal Ghost

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.

Mini P.E.K.K.A Royal Ghost

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
Minions Skeleton Army
Giant Snowball
Minions Skeleton Army
Zap
Minions Skeleton Army
Barbarian Barrel
Knight Skeleton Army Executioner Royal Ghost
The Log
Mini P.E.K.K.A Skeleton Army
Earthquake
Skeleton Army
Arrows
Minions Skeleton Army
Royal Delivery
Knight Minions Mini P.E.K.K.A Skeleton Army Executioner Royal Ghost
Fireball
Minions Skeleton Army Executioner
Poison
Minions Skeleton Army Executioner
Lightning
Knight Mini P.E.K.K.A Executioner
Rocket
Executioner

Against air swarms

Spells and units that can counter air swarms.

Zap Executioner Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Executioner Electro Giant Royal Ghost

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Knight Mini P.E.K.K.A Skeleton Army Executioner Electro Giant Royal Ghost

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.

Skeleton Army

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.

Minions

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 Knight Minions Skeleton Army Royal Ghost Mini P.E.K.K.A Executioner Electro Giant

Shortest cycle

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

11 Zap Knight Minions Skeleton Army

Attack Synergies 2 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
Knight Minions Mini P.E.K.K.A Executioner Royal Ghost
Knight
Minions Executioner Zap
Minions
Knight Zap Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Minions Electro Giant
Skeleton Army
Executioner
Knight Zap
Electro Giant
Mini P.E.K.K.A
Royal Ghost
Zap

Defense Synergies 3 12

Zap
Mini P.E.K.K.A Knight Minions Skeleton Army Executioner Royal Ghost
Knight
Minions Executioner Zap Mini P.E.K.K.A Skeleton Army
Minions
Knight Zap
Mini P.E.K.K.A
Zap Knight Skeleton Army Executioner Electro Giant Royal Ghost
Skeleton Army
Zap Knight Mini P.E.K.K.A Executioner
Executioner
Knight Zap Mini P.E.K.K.A Skeleton Army
Electro Giant
Mini P.E.K.K.A
Royal Ghost
Zap Mini 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 Knight Minions Executioner
Mini P.E.K.K.A Skeleton Army Zap Knight Minions Executioner
Mini P.E.K.K.A Skeleton Army Knight Minions Executioner
Mini P.E.K.K.A Skeleton Army Knight Minions
Mini P.E.K.K.A Skeleton Army
Skeleton Army Zap Minions Executioner Royal Ghost
Minions Zap Executioner
Zap Electro Giant
Mini P.E.K.K.A Minions Skeleton Army
Knight Skeleton Army Mini P.E.K.K.A Royal Ghost
Minions Skeleton Army Executioner Zap Knight Electro Giant Royal Ghost
Minions Executioner Zap
Mini P.E.K.K.A Skeleton Army Zap Knight Minions
Skeleton Army Executioner Zap Minions Mini P.E.K.K.A Royal Ghost
Mini P.E.K.K.A Skeleton Army Knight
Skeleton Army Zap Mini P.E.K.K.A Electro Giant
Knight Minions Mini P.E.K.K.A Skeleton Army Executioner
Zap Knight Minions Skeleton Army Executioner Royal Ghost
Zap Executioner Knight Minions Royal Ghost
Mini P.E.K.K.A
Skeleton Army Royal Ghost Knight Minions Mini P.E.K.K.A Executioner Electro Giant
Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Skeleton Army Zap Electro Giant Royal Ghost
Zap Knight Mini P.E.K.K.A Executioner Royal Ghost
Skeleton Army Zap Knight Minions Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Zap Knight
Knight Mini P.E.K.K.A Skeleton Army Executioner
Executioner Electro Giant Zap Minions
Mini P.E.K.K.A Skeleton Army Knight Minions
Mini P.E.K.K.A Knight Skeleton Army
Zap Knight Minions Mini P.E.K.K.A Skeleton Army
Skeleton Army
Knight Minions Mini P.E.K.K.A
Skeleton Army Zap Electro Giant
Mini P.E.K.K.A Skeleton Army Knight Executioner
Skeleton Army Executioner Electro Giant
Skeleton Army Electro Giant Zap Knight Minions Mini P.E.K.K.A Executioner
Minions Executioner Zap Mini P.E.K.K.A Electro Giant Royal Ghost
Zap

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.)

Knight Royal Ghost
Zap Executioner Royal Ghost
Knight
Executioner Zap
Executioner Electro Giant Zap Minions
Executioner
Zap Executioner
Zap
Minions Mini P.E.K.K.A
Zap Knight
Zap Executioner
Knight Executioner
Minions
Zap
Zap Executioner
Executioner
Minions Mini P.E.K.K.A
Zap Mini P.E.K.K.A Executioner
Zap Electro Giant
Minions
Zap
Zap Electro Giant Executioner
Zap Executioner Royal Ghost
Zap
Zap
Zap Executioner Electro Giant
Zap Minions Electro Giant
Mini P.E.K.K.A
Zap
Zap
Zap Minions Skeleton Army
Zap Executioner
Knight Mini P.E.K.K.A Executioner
Zap Executioner
Zap Electro Giant
Executioner
Zap Electro Giant Minions
Zap Executioner
Zap Executioner Electro Giant Royal Ghost

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