My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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.

Battle Ram Rune Giant Executioner P.E.K.K.A Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Battle Ram Rune Giant

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.

Battle Ram 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.

Battle Ram Rune Giant 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.

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

Battle Ram Tornado Rune Giant Executioner P.E.K.K.A Mega Knight

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 Tornado Battle Ram Rune Giant Electro Wizard Executioner P.E.K.K.A Mega Knight

Shortest cycle

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

13 Zap Tornado Battle Ram Rune Giant

Attack Synergies 7 10

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
Battle Ram Tornado P.E.K.K.A Electro Wizard Executioner Mega Knight
Battle Ram
Zap Tornado P.E.K.K.A Electro Wizard
Tornado
Zap Executioner P.E.K.K.A Battle Ram Mega Knight
Rune Giant
Electro Wizard
Executioner
Tornado Zap P.E.K.K.A Mega Knight
P.E.K.K.A
Zap Tornado Electro Wizard Battle Ram Executioner
Electro Wizard
Zap P.E.K.K.A Battle Ram Rune Giant Mega Knight
Mega Knight
Zap Tornado Executioner Electro Wizard

Defense Synergies 4 8

Zap
Electro Wizard Mega Knight Tornado Executioner P.E.K.K.A
Battle Ram
Tornado
Executioner P.E.K.K.A Zap Electro Wizard Mega Knight
Rune Giant
Executioner
Tornado Zap Mega Knight
P.E.K.K.A
Tornado Zap Electro Wizard
Electro Wizard
Zap Tornado P.E.K.K.A Mega Knight
Mega Knight
Zap Tornado Executioner 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.

Zap Executioner Electro Wizard
P.E.K.K.A Zap Executioner Electro Wizard Mega Knight
Tornado P.E.K.K.A Mega Knight Executioner Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Tornado P.E.K.K.A Mega Knight
Tornado Zap Executioner Electro Wizard Mega Knight
Tornado Electro Wizard Zap Executioner
Zap P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A Tornado
Tornado Electro Wizard Mega Knight
Executioner Electro Wizard Zap Tornado Mega Knight
Executioner Zap Tornado Electro Wizard
P.E.K.K.A Mega Knight Zap Electro Wizard
Executioner Mega Knight Zap Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
Tornado Zap P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Tornado Executioner P.E.K.K.A Electro Wizard
Mega Knight Zap Tornado Executioner Electro Wizard
Zap Tornado Executioner Electro Wizard Mega Knight
P.E.K.K.A Tornado Electro Wizard
Mega Knight Executioner P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Executioner Mega Knight
P.E.K.K.A Mega Knight Zap Electro Wizard
P.E.K.K.A Mega Knight Zap Tornado Electro Wizard
P.E.K.K.A Executioner Mega Knight
Executioner Zap Tornado Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight Tornado
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap Tornado Electro Wizard
P.E.K.K.A Mega Knight Executioner
Executioner Mega Knight
Electro Wizard Zap Tornado Executioner P.E.K.K.A
Executioner Mega Knight Zap P.E.K.K.A Electro Wizard
Zap 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 Mega Knight
Executioner Zap Tornado
Tornado Executioner
Zap Tornado Executioner
Zap Tornado
Tornado Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Executioner
Executioner
Zap
Zap Executioner
Executioner Mega Knight
Tornado
Zap Executioner Electro Wizard Mega Knight
Zap Tornado Mega Knight
Mega Knight
Tornado
Tornado
Zap
Zap Tornado Executioner Mega Knight
Zap Tornado Executioner Electro Wizard
Zap Tornado Mega Knight
Zap Tornado
Zap Tornado Executioner Electro Wizard
Zap Electro Wizard
Zap Mega Knight
Zap Electro Wizard
P.E.K.K.A Mega Knight
Zap Electro Wizard
Zap Tornado Executioner Electro Wizard
Executioner Electro Wizard Mega Knight
Zap Executioner
Zap Tornado
Executioner P.E.K.K.A Mega Knight
Zap Tornado Electro Wizard
Zap Tornado Executioner Electro Wizard
Zap Tornado Executioner Electro Wizard Mega Knight
P.E.K.K.A
Mega Knight

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