My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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:

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.

Bats Wizard Executioner Inferno Dragon

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.

Bats Wizard Balloon Executioner P.E.K.K.A Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Rage

Punishments

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

Balloon Mega Knight

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.

Balloon P.E.K.K.A Mega Knight

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.

Balloon

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
Bats Balloon Inferno Dragon
Giant Snowball
Bats Balloon Inferno Dragon
Zap
Bats Balloon Inferno Dragon
Barbarian Barrel
Wizard Executioner
The Log
Earthquake
Arrows
Bats
Royal Delivery
Bats Wizard Balloon Executioner P.E.K.K.A Inferno Dragon
Fireball
Wizard Balloon Executioner Inferno Dragon
Poison
Bats Wizard Balloon Executioner
Lightning
Wizard Balloon Executioner Inferno Dragon
Rocket
Wizard Balloon Executioner Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Executioner Mega Knight

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.

Bats Rage Executioner P.E.K.K.A Inferno Dragon Mega Knight

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.

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.

Bats Rage Inferno Dragon Wizard Balloon Executioner P.E.K.K.A Mega Knight

Shortest cycle

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

13 Bats Rage Inferno Dragon Wizard

Attack Synergies 4 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.

Bats
Balloon Mega Knight Rage P.E.K.K.A Inferno Dragon
Wizard
Rage Balloon P.E.K.K.A Mega Knight
Rage
Balloon Bats Wizard
Balloon
Bats Rage Wizard Executioner Mega Knight
Executioner
Balloon P.E.K.K.A Mega Knight
P.E.K.K.A
Bats Wizard Executioner
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Wizard Balloon Executioner

Defense Synergies 0 7

Bats
P.E.K.K.A Inferno Dragon Mega Knight
Wizard
P.E.K.K.A Mega Knight
Rage
Balloon
Executioner
Mega Knight
P.E.K.K.A
Bats Wizard
Inferno Dragon
Bats Mega Knight
Mega Knight
Bats Wizard Executioner Inferno Dragon

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.

Wizard Executioner
P.E.K.K.A Inferno Dragon Bats Executioner Mega Knight
P.E.K.K.A Mega Knight Bats Executioner Inferno Dragon
P.E.K.K.A Inferno Dragon Bats Mega Knight
P.E.K.K.A Mega Knight
Bats Executioner Mega Knight
Bats Inferno Dragon Wizard Executioner
P.E.K.K.A Mega Knight
P.E.K.K.A Inferno Dragon
Mega Knight
Bats Executioner Wizard Mega Knight
Executioner Inferno Dragon Bats Wizard
P.E.K.K.A Mega Knight Bats Wizard
Wizard Executioner Mega Knight Bats P.E.K.K.A
P.E.K.K.A Inferno Dragon Mega Knight
P.E.K.K.A Inferno Dragon Mega Knight
Wizard Mega Knight Bats Executioner P.E.K.K.A
Mega Knight Bats Wizard Executioner
Wizard Executioner Bats Inferno Dragon Mega Knight
P.E.K.K.A Inferno Dragon
Wizard Mega Knight Bats Executioner P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight P.E.K.K.A
Wizard Executioner Inferno Dragon Mega Knight
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Executioner Inferno Dragon Mega Knight
Wizard Executioner Bats
P.E.K.K.A Bats
P.E.K.K.A Mega Knight Inferno Dragon
P.E.K.K.A Mega Knight Bats Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight Bats
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Wizard Executioner
Wizard Executioner Mega Knight
Bats Executioner P.E.K.K.A Inferno Dragon
Bats Executioner Mega Knight Wizard P.E.K.K.A Inferno Dragon

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.)

Executioner
Wizard Executioner Mega Knight
Wizard Executioner Bats
Wizard Executioner
Wizard Executioner
Wizard
Bats
Wizard
Wizard Executioner
Executioner
Wizard Executioner
Wizard Executioner Mega Knight
Bats
Wizard Executioner Mega Knight
Wizard Mega Knight
Mega Knight
Wizard
Wizard Executioner Mega Knight
Inferno Dragon
Wizard Executioner
Wizard Mega Knight
Bats Wizard Executioner
Bats Wizard
Wizard Mega Knight
P.E.K.K.A Mega Knight
Wizard
Bats
Wizard Executioner
Wizard Executioner Mega Knight
Wizard Executioner
Executioner P.E.K.K.A Mega Knight
Bats
Bats Executioner
Executioner Mega Knight

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