My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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

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.

Bowler 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.

Arrows Tornado Poison Lightning

Pump responses

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

Poison Lightning

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Poison Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Poison Bowler 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 Tornado Poison Bowler 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 Arrows Tornado Poison Bowler Executioner Lightning P.E.K.K.A

Shortest cycle

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

10 Mirror Arrows Tornado Poison

Attack Synergies 5 11

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
Mirror P.E.K.K.A Bowler Lightning
Mirror
Arrows Tornado Poison Lightning
Tornado
Executioner P.E.K.K.A Mirror Poison Bowler
Poison
P.E.K.K.A Mirror Tornado Bowler
Bowler
Arrows Tornado Poison Executioner Lightning
Executioner
Tornado Bowler P.E.K.K.A
Lightning
Arrows Mirror Bowler
P.E.K.K.A
Arrows Tornado Poison Executioner

Defense Synergies 5 8

Arrows
Mirror Tornado Bowler Lightning P.E.K.K.A
Mirror
Arrows Tornado Poison Bowler Executioner
Tornado
Mirror Bowler Executioner P.E.K.K.A Arrows Poison
Poison
Mirror Tornado
Bowler
Tornado Arrows Mirror
Executioner
Tornado Mirror
Lightning
Arrows
P.E.K.K.A
Tornado 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.

Bowler Lightning Executioner
P.E.K.K.A Executioner
Tornado Bowler P.E.K.K.A Executioner Lightning
P.E.K.K.A Bowler
Lightning Arrows Tornado Poison Bowler P.E.K.K.A
Arrows Tornado Bowler Executioner
Tornado Lightning Arrows Poison Executioner
Bowler Lightning Arrows Poison P.E.K.K.A
P.E.K.K.A Tornado
Tornado Bowler
Poison Executioner Arrows Tornado Bowler
Arrows Executioner Tornado Poison
Bowler P.E.K.K.A Lightning
Bowler Executioner Arrows Tornado Poison P.E.K.K.A
P.E.K.K.A
Tornado Bowler Lightning P.E.K.K.A
Arrows Tornado Poison Bowler Executioner P.E.K.K.A
Arrows Tornado Bowler Executioner
Arrows Tornado Poison Executioner Bowler
P.E.K.K.A Tornado
Bowler Arrows Poison Executioner P.E.K.K.A

Counters to secondary win conditions

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

Bowler P.E.K.K.A
Poison Arrows Bowler Executioner Lightning
P.E.K.K.A Bowler Lightning
Bowler Lightning P.E.K.K.A Tornado
P.E.K.K.A Bowler Executioner
Arrows Poison Executioner Tornado
P.E.K.K.A Bowler Lightning
P.E.K.K.A
Lightning P.E.K.K.A Tornado Poison
P.E.K.K.A
P.E.K.K.A Bowler
Lightning P.E.K.K.A Arrows Tornado Poison Bowler
Bowler Lightning P.E.K.K.A Executioner
Bowler Executioner
Tornado Poison Bowler Executioner Lightning P.E.K.K.A
Arrows Poison Bowler Executioner P.E.K.K.A
Arrows

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 Lightning Arrows
Arrows Poison Tornado Bowler Executioner
Lightning Arrows Poison
Lightning Arrows Poison
Poison Executioner Arrows Bowler
Arrows Poison Executioner Tornado
Arrows Tornado Poison Bowler Executioner
Arrows Poison Tornado Bowler Executioner Lightning
Arrows Poison Tornado Lightning
Lightning Tornado Poison Bowler
Poison Lightning Arrows Tornado Bowler
Poison Lightning Arrows Tornado Executioner
Poison Lightning Bowler Executioner
Lightning Arrows Poison
Lightning Arrows Poison
Lightning Arrows Poison Bowler Executioner
Lightning Arrows Poison Bowler Executioner
Lightning Arrows Tornado Poison
Lightning
Lightning Arrows Poison Bowler Executioner
Lightning Arrows Tornado Poison Bowler
Lightning Poison Bowler
Lightning Arrows Tornado Poison
Tornado Bowler Lightning
Lightning Arrows Poison
Arrows Tornado Poison Bowler Executioner
Arrows Poison Tornado Bowler Executioner Lightning
Lightning Arrows Tornado Poison Bowler
Poison Lightning Arrows Tornado
Poison Lightning Arrows Tornado Executioner
Lightning Poison
Lightning Bowler
Poison Lightning Arrows
Lightning Arrows Poison
P.E.K.K.A
Arrows Poison Bowler Lightning
Lightning
Poison Lightning Arrows Tornado Executioner
Arrows
Poison Lightning Bowler Executioner
Arrows Poison Bowler Executioner Lightning
Lightning Arrows Tornado Poison
Executioner P.E.K.K.A
Tornado Poison Bowler Lightning
Tornado Poison Executioner Lightning
Poison Lightning Tornado Bowler Executioner
P.E.K.K.A
Lightning Bowler

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