My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

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Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Wizard 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 Giant Wizard Executioner P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram Giant

Damage spells

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

Fireball Rage

Punishments

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

Battle Ram Giant

Pump responses

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

Fireball

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard 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.

Battle Ram Rage 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.

Fireball

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.

Barbarians Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Rage Fireball Battle Ram Barbarians Giant Wizard Executioner P.E.K.K.A

Shortest cycle

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

15 Rage Fireball Battle Ram Barbarians

Attack Synergies 1 8

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.

Barbarians
Fireball
Battle Ram Giant
Battle Ram
Fireball P.E.K.K.A
Giant
Rage Fireball Wizard Executioner
Wizard
Giant Rage P.E.K.K.A
Rage
Giant Wizard
Executioner
Giant P.E.K.K.A
P.E.K.K.A
Battle Ram Wizard Executioner

Defense Synergies 0 1

Barbarians
Fireball
Battle Ram
Giant
Wizard
P.E.K.K.A
Rage
Executioner
P.E.K.K.A
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.

Fireball Wizard Executioner
Barbarians P.E.K.K.A Executioner
Barbarians P.E.K.K.A Executioner
Barbarians P.E.K.K.A
Barbarians Fireball P.E.K.K.A
Fireball Executioner
Fireball Wizard Executioner
Barbarians Fireball P.E.K.K.A
Barbarians P.E.K.K.A
Barbarians
Barbarians Executioner Fireball Wizard
Executioner Fireball Wizard
Barbarians P.E.K.K.A Fireball Wizard
Fireball Wizard Executioner Barbarians P.E.K.K.A
Barbarians P.E.K.K.A
Barbarians Fireball P.E.K.K.A
Barbarians Wizard Fireball Executioner P.E.K.K.A
Fireball Barbarians Wizard Executioner
Wizard Executioner Barbarians Fireball
Barbarians P.E.K.K.A
Wizard Barbarians Fireball Executioner P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Fireball P.E.K.K.A
Fireball Wizard Executioner
Barbarians P.E.K.K.A
P.E.K.K.A Barbarians Fireball
Barbarians P.E.K.K.A Executioner
Fireball Wizard Executioner
P.E.K.K.A Barbarians Fireball
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Fireball
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Fireball
Barbarians P.E.K.K.A Fireball Wizard Executioner
Wizard Barbarians Fireball Executioner
Barbarians Fireball Executioner P.E.K.K.A
Executioner Barbarians Fireball Wizard P.E.K.K.A
Fireball

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.)

Fireball
Fireball Executioner
Fireball
Barbarians Fireball
Fireball Wizard Executioner
Fireball Wizard Executioner
Wizard Executioner
Fireball Wizard Executioner
Fireball Wizard
Fireball
Fireball Wizard
Fireball Wizard Executioner
Fireball Executioner
Fireball
Fireball
Fireball Wizard Executioner
Fireball Wizard Executioner
Fireball
Fireball Wizard Executioner
Fireball Wizard
Fireball
Fireball Wizard
Barbarians Fireball
Fireball Wizard Executioner
Fireball Wizard Executioner
Fireball Wizard
Fireball
Fireball Wizard Executioner
Fireball Wizard
Fireball
Fireball Wizard
Fireball
P.E.K.K.A
Fireball Wizard
Barbarians Fireball
Fireball Wizard Executioner
Fireball
Fireball Wizard Executioner
Fireball Wizard Executioner
Fireball
Executioner P.E.K.K.A
Fireball
Fireball Executioner
Fireball Executioner
P.E.K.K.A
Fireball Wizard

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