My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

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

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 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!
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!

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.

Battle Ram Executioner P.E.K.K.A Skeleton King

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows Rage Tornado

Punishments

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

Battle Ram

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 P.E.K.K.A Skeleton King

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Executioner Skeleton King

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 Battle Ram Rage Guards Tornado 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.

Rage Arrows Guards Tornado Battle Ram Skeleton King Executioner P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Guards Tornado

Attack Synergies 3 4

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 Battle Ram
Battle Ram
Arrows Tornado P.E.K.K.A
Rage
Guards
Tornado
Executioner P.E.K.K.A Battle Ram
Executioner
Tornado P.E.K.K.A
P.E.K.K.A
Arrows Tornado Battle Ram Executioner
Skeleton King

Defense Synergies 2 4

Arrows
Tornado P.E.K.K.A
Battle Ram
Rage
Guards
Executioner
Tornado
Executioner P.E.K.K.A Arrows Skeleton King
Executioner
Tornado Guards
P.E.K.K.A
Tornado Arrows
Skeleton King
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.

Executioner
P.E.K.K.A Executioner
Tornado P.E.K.K.A Executioner
P.E.K.K.A Guards Skeleton King
Arrows Tornado P.E.K.K.A
Arrows Tornado Guards Executioner
Tornado Arrows Executioner
Arrows P.E.K.K.A
P.E.K.K.A Tornado Skeleton King
Guards Tornado
Guards Executioner Arrows Tornado Skeleton King
Arrows Executioner Tornado
P.E.K.K.A Guards
Executioner Arrows Guards Tornado P.E.K.K.A Skeleton King
P.E.K.K.A Skeleton King
Tornado P.E.K.K.A
Arrows Tornado Executioner P.E.K.K.A
Arrows Guards Tornado Executioner
Arrows Tornado Executioner Guards
P.E.K.K.A Tornado
Arrows Guards Executioner P.E.K.K.A

Counters to secondary win conditions

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

Guards P.E.K.K.A
Arrows Executioner
Guards P.E.K.K.A
Guards P.E.K.K.A Tornado
P.E.K.K.A Guards Executioner
Arrows Executioner Tornado
Guards P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Tornado
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Arrows Guards Tornado
P.E.K.K.A Guards Executioner Skeleton King
Executioner
Guards Tornado Executioner P.E.K.K.A Skeleton King
Arrows Executioner P.E.K.K.A Skeleton King
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.)

Arrows Guards
Arrows Tornado Executioner
Arrows
Arrows Guards
Executioner Arrows
Arrows Executioner Tornado
Arrows Tornado Executioner
Arrows Tornado Executioner
Arrows Tornado
Guards Tornado
Arrows Tornado
Arrows Tornado Executioner
Executioner
Arrows
Arrows
Arrows Executioner
Arrows Executioner
Arrows Tornado
Arrows Executioner
Arrows Tornado
Arrows Tornado
Tornado
Arrows
Arrows Tornado Executioner
Arrows Tornado Executioner
Arrows Tornado
Arrows Tornado
Arrows Tornado Executioner
Guards
Arrows
Arrows
P.E.K.K.A
Arrows
Guards
Arrows Tornado Executioner
Arrows
Executioner
Arrows Executioner Skeleton King
Arrows Tornado
Executioner P.E.K.K.A
Guards Tornado Skeleton King
Tornado Executioner
Tornado Executioner
P.E.K.K.A

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