My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Bad
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 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!
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!

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.

Rune Giant Executioner P.E.K.K.A Electro Wizard Golden Knight

Offensive cards

Win conditions

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

Goblin Barrel Rune Giant

Damage spells

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

Arrows

Punishments

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

Goblin Barrel Golden Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Rune Giant 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.

Goblin Barrel Electro Wizard Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Guards Rune Giant Executioner P.E.K.K.A

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.

Goblin Barrel

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 Barrel 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 Goblin Barrel Guards Rune Giant Electro Wizard Golden Knight Executioner P.E.K.K.A

Shortest cycle

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

13 Arrows Goblin Barrel Guards Rune Giant

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.

Arrows
P.E.K.K.A Goblin Barrel
Goblin Barrel
Arrows Guards Rune Giant P.E.K.K.A Golden Knight
Guards
Goblin Barrel
Rune Giant
Goblin Barrel Electro Wizard
Executioner
P.E.K.K.A
P.E.K.K.A
Arrows Electro Wizard Goblin Barrel Executioner
Electro Wizard
P.E.K.K.A Rune Giant
Golden Knight
Goblin Barrel

Defense Synergies 0 5

Arrows
P.E.K.K.A Golden Knight
Goblin Barrel
Guards
Executioner Electro Wizard
Rune Giant
Executioner
Guards
P.E.K.K.A
Arrows Electro Wizard
Electro Wizard
Guards P.E.K.K.A
Golden Knight
Arrows

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.

Executioner Electro Wizard Golden Knight
P.E.K.K.A Executioner Electro Wizard
P.E.K.K.A Executioner Electro Wizard
P.E.K.K.A Guards Electro Wizard
Arrows P.E.K.K.A
Arrows Guards Executioner Electro Wizard
Electro Wizard Arrows Executioner
Arrows P.E.K.K.A Electro Wizard Golden Knight
P.E.K.K.A
Guards Electro Wizard
Guards Executioner Electro Wizard Arrows
Arrows Executioner Electro Wizard
P.E.K.K.A Guards Electro Wizard
Executioner Arrows Guards P.E.K.K.A Electro Wizard Golden Knight
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Arrows Executioner P.E.K.K.A Electro Wizard
Arrows Guards Executioner Electro Wizard Golden Knight
Arrows Executioner Guards Electro Wizard
P.E.K.K.A Electro Wizard
Arrows Guards Executioner P.E.K.K.A Electro Wizard
P.E.K.K.A Guards

Counters to secondary win conditions

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

Guards P.E.K.K.A Electro Wizard
Electro Wizard Arrows Executioner
Guards P.E.K.K.A Electro Wizard Golden Knight
Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Guards Executioner
Arrows Executioner Electro Wizard
Guards P.E.K.K.A Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard
P.E.K.K.A Guards
P.E.K.K.A Guards Golden Knight
P.E.K.K.A Arrows Guards Electro Wizard
P.E.K.K.A Guards Executioner Golden Knight
Executioner
Guards Electro Wizard Executioner P.E.K.K.A Golden Knight
Arrows Executioner P.E.K.K.A Electro Wizard Golden Knight
Arrows 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.)

Arrows Guards Golden Knight
Arrows Executioner Electro Wizard Golden Knight
Arrows
Arrows Guards
Executioner Arrows
Arrows Executioner
Arrows Executioner
Arrows Executioner
Arrows Golden Knight
Guards Electro Wizard
Arrows Electro Wizard Golden Knight
Arrows Executioner
Executioner Golden Knight
Arrows
Arrows
Arrows Executioner Golden Knight
Arrows Executioner
Arrows
Arrows Executioner Electro Wizard
Arrows Golden Knight
Arrows
Arrows
Arrows Executioner
Arrows Executioner Electro Wizard Golden Knight
Arrows Golden Knight
Arrows Golden Knight
Arrows Executioner Electro Wizard
Electro Wizard Guards
Arrows
Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Guards
Arrows Executioner Electro Wizard
Arrows
Executioner Electro Wizard
Arrows Executioner
Arrows
Executioner P.E.K.K.A
Guards Electro Wizard Golden Knight
Executioner Electro Wizard
Executioner Electro Wizard Golden Knight
P.E.K.K.A

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