My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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.

Inferno Tower Executioner

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Executioner P.E.K.K.A Mega Knight

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 Rage

Punishments

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

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.

Heal Spirit P.E.K.K.A Mega 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
Skeletons
Giant Snowball
Skeletons
Zap
Skeletons Inferno Tower
Barbarian Barrel
Skeletons Heal Spirit Inferno Tower Executioner
The Log
Skeletons Heal Spirit
Earthquake
Skeletons Inferno Tower
Arrows
Skeletons Heal Spirit
Royal Delivery
Skeletons Heal Spirit Executioner P.E.K.K.A
Fireball
Inferno Tower Executioner
Poison
Inferno Tower Executioner
Lightning
Inferno Tower Executioner
Rocket
Inferno Tower 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 Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Heal Spirit Inferno Tower Rage Executioner P.E.K.K.A 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.

Heal Spirit

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.

Skeletons Heal Spirit Rage Arrows Inferno Tower Executioner P.E.K.K.A Mega Knight

Shortest cycle

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

7 Skeletons Heal Spirit Rage Arrows

Attack Synergies 1 5

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.

Skeletons
Arrows
P.E.K.K.A Mega Knight
Heal Spirit
P.E.K.K.A Mega Knight
Inferno Tower
Rage
Executioner
P.E.K.K.A Mega Knight
P.E.K.K.A
Arrows Heal Spirit Executioner
Mega Knight
Arrows Heal Spirit Executioner

Defense Synergies 1 7

Skeletons
Inferno Tower Executioner P.E.K.K.A
Arrows
Mega Knight Inferno Tower P.E.K.K.A
Heal Spirit
Inferno Tower
Skeletons Arrows Mega Knight
Rage
Executioner
Skeletons Mega Knight
P.E.K.K.A
Skeletons Arrows
Mega Knight
Arrows Inferno Tower Executioner

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.

Inferno Tower Executioner
Inferno Tower P.E.K.K.A Skeletons Executioner Mega Knight
Inferno Tower P.E.K.K.A Mega Knight Skeletons Executioner
Inferno Tower P.E.K.K.A Skeletons Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Skeletons Executioner Mega Knight
Inferno Tower Arrows Executioner
Arrows Inferno Tower P.E.K.K.A Mega Knight
Inferno Tower P.E.K.K.A Skeletons
Skeletons Inferno Tower Mega Knight
Executioner Skeletons Arrows Mega Knight
Arrows Inferno Tower Executioner
Inferno Tower P.E.K.K.A Mega Knight Skeletons
Executioner Mega Knight Arrows P.E.K.K.A
Inferno Tower P.E.K.K.A Mega Knight
Inferno Tower P.E.K.K.A Mega Knight
Mega Knight Skeletons Arrows Inferno Tower Executioner P.E.K.K.A
Arrows Mega Knight Executioner
Arrows Executioner Mega Knight
P.E.K.K.A Inferno Tower
Mega Knight Arrows Executioner P.E.K.K.A
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 Skeletons Inferno Tower P.E.K.K.A
Arrows Executioner Mega Knight
P.E.K.K.A Mega Knight Skeletons Inferno Tower
P.E.K.K.A Mega Knight Inferno Tower
Inferno Tower P.E.K.K.A Skeletons Executioner Mega Knight
Arrows Executioner Skeletons
P.E.K.K.A Skeletons Inferno Tower
Inferno Tower P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Skeletons Inferno Tower
Inferno Tower P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight Inferno Tower
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Skeletons Inferno Tower Executioner
Executioner Mega Knight
Inferno Tower Skeletons Executioner P.E.K.K.A
Arrows Executioner Mega Knight Inferno Tower P.E.K.K.A
Arrows Inferno Tower

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
Arrows Executioner
Arrows
Arrows
Executioner Arrows Mega Knight
Arrows Executioner
Arrows Executioner
Arrows Executioner
Arrows
Arrows
Arrows Executioner
Executioner
Arrows
Arrows
Arrows Executioner
Arrows Executioner Mega Knight
Arrows
Arrows Executioner Mega Knight
Arrows Mega Knight
Mega Knight
Arrows
Arrows
Arrows Executioner Mega Knight
Arrows Executioner
Arrows Mega Knight
Arrows
Arrows Executioner
Arrows Mega Knight
Arrows
P.E.K.K.A Mega Knight
Arrows
Arrows Executioner
Arrows
Executioner Mega Knight
Arrows Executioner
Arrows
Executioner P.E.K.K.A Mega Knight
Executioner
Executioner Mega Knight
P.E.K.K.A
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: