My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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

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

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.

Rocket Tornado Poison

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

Pump responses

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

Rocket Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Mini P.E.K.K.A 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.

Mini P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Rocket Tornado Poison Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Tornado Poison 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.

Mini P.E.K.K.A Rocket Guards Tornado Poison Executioner P.E.K.K.A

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.

Mirror Guards Tornado Mini P.E.K.K.A Poison Executioner Rocket P.E.K.K.A

Shortest cycle

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

10 Mirror Guards Tornado Mini P.E.K.K.A

Attack Synergies 4 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.

Mini P.E.K.K.A
Mirror Tornado
Rocket
Tornado Mirror
Mirror
Mini P.E.K.K.A Rocket Tornado Poison
Guards
Tornado
Rocket Executioner P.E.K.K.A Mini P.E.K.K.A Mirror Poison
Poison
P.E.K.K.A Mirror Tornado
Executioner
Tornado P.E.K.K.A
P.E.K.K.A
Tornado Poison Executioner

Defense Synergies 4 9

Mini P.E.K.K.A
Mirror Guards Tornado Executioner
Rocket
Tornado
Mirror
Tornado Mini P.E.K.K.A Poison Executioner
Guards
Mini P.E.K.K.A Poison Executioner
Tornado
Rocket Mirror Executioner P.E.K.K.A Mini P.E.K.K.A Poison
Poison
Mirror Guards Tornado
Executioner
Tornado Mini P.E.K.K.A Mirror Guards
P.E.K.K.A
Tornado

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.

Rocket Executioner
Mini P.E.K.K.A P.E.K.K.A Executioner
Mini P.E.K.K.A Rocket Tornado P.E.K.K.A Executioner
Mini P.E.K.K.A P.E.K.K.A Guards
Mini P.E.K.K.A Rocket Tornado Poison P.E.K.K.A
Tornado Guards Executioner
Rocket Tornado Poison Executioner
Rocket Poison P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Tornado
Guards Tornado Mini P.E.K.K.A
Guards Poison Executioner Tornado
Executioner Tornado Poison
Mini P.E.K.K.A P.E.K.K.A Rocket Guards
Rocket Executioner Mini P.E.K.K.A Guards Tornado Poison P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Rocket Tornado Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A Tornado Poison Executioner P.E.K.K.A
Guards Tornado Executioner
Tornado Poison Executioner Guards
Mini P.E.K.K.A P.E.K.K.A Tornado
Mini P.E.K.K.A Guards Poison Executioner P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards P.E.K.K.A
Poison Mini P.E.K.K.A Rocket Executioner
Guards P.E.K.K.A Mini P.E.K.K.A Rocket
Mini P.E.K.K.A Rocket Guards P.E.K.K.A Tornado
P.E.K.K.A Mini P.E.K.K.A Guards Executioner
Rocket Poison Executioner Tornado
Mini P.E.K.K.A Rocket Guards P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Rocket P.E.K.K.A Mini P.E.K.K.A Tornado Poison
P.E.K.K.A Guards
P.E.K.K.A Mini P.E.K.K.A Guards
Rocket P.E.K.K.A Guards Tornado Poison
Mini P.E.K.K.A Rocket P.E.K.K.A Guards Executioner
Executioner
Guards Mini P.E.K.K.A Rocket Tornado Poison Executioner P.E.K.K.A
Poison Executioner Mini P.E.K.K.A P.E.K.K.A

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.)

Poison Rocket Guards
Poison Tornado Executioner
Rocket Poison
Rocket Guards Poison
Rocket Poison Executioner
Poison Executioner Rocket Tornado
Tornado Poison Executioner
Poison Tornado Executioner
Poison Tornado
Rocket Mini P.E.K.K.A Guards Tornado Poison
Rocket Poison Tornado
Poison Rocket Tornado Executioner
Rocket Poison Executioner
Rocket Poison
Poison
Rocket Poison Executioner
Rocket Poison Executioner
Rocket Tornado Poison
Mini P.E.K.K.A Rocket
Rocket Mini P.E.K.K.A Poison Executioner
Rocket Tornado Poison
Rocket Poison
Rocket Tornado Poison
Rocket Tornado
Rocket Poison
Tornado Poison Executioner
Poison Tornado Executioner
Tornado Poison
Rocket Poison Tornado
Poison Tornado Executioner
Rocket Guards Poison
Mini P.E.K.K.A
Poison Rocket
Rocket Poison
P.E.K.K.A
Rocket Poison
Rocket Guards
Rocket Poison Tornado Executioner
Poison Mini P.E.K.K.A Rocket Executioner
Poison Executioner
Rocket Tornado Poison
Executioner P.E.K.K.A
Rocket Guards Tornado Poison
Rocket Tornado Poison Executioner
Poison Rocket Tornado Executioner
P.E.K.K.A
Rocket

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