My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Good
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 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!
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!
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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker 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.

Skeletons Knight Firecracker Executioner P.E.K.K.A Goblinstein

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.

Tornado

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.

Knight P.E.K.K.A

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.

Firecracker

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 Guards
Giant Snowball
Skeletons Guards
Zap
Skeletons Firecracker Guards
Barbarian Barrel
Skeletons Knight Firecracker Guards Executioner
The Log
Skeletons Firecracker Guards
Earthquake
Skeletons Firecracker Guards
Arrows
Skeletons Firecracker Guards
Royal Delivery
Skeletons Knight Firecracker Guards Executioner P.E.K.K.A
Fireball
Firecracker Executioner
Poison
Firecracker Guards Executioner
Lightning
Knight Executioner Goblinstein
Rocket
Executioner

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado 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.

Knight 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.

Skeletons Knight Firecracker Guards Tornado Executioner Goblinstein P.E.K.K.A

Shortest cycle

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

10 Skeletons Knight Firecracker Guards

Attack Synergies 4 3

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
Knight
Firecracker Executioner
Firecracker
Knight Tornado P.E.K.K.A
Guards
Tornado
Executioner P.E.K.K.A Firecracker
Executioner
Knight Tornado P.E.K.K.A
P.E.K.K.A
Tornado Firecracker Executioner
Goblinstein

Defense Synergies 4 10

Skeletons
Knight Firecracker Tornado Executioner P.E.K.K.A
Knight
Firecracker Executioner Skeletons Tornado
Firecracker
Knight Skeletons Guards Tornado P.E.K.K.A
Guards
Firecracker Executioner
Tornado
Executioner P.E.K.K.A Skeletons Knight Firecracker
Executioner
Knight Tornado Skeletons Guards
P.E.K.K.A
Tornado Skeletons Firecracker
Goblinstein

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.

Knight Firecracker Executioner
P.E.K.K.A Skeletons Knight Firecracker Executioner
Tornado P.E.K.K.A Skeletons Knight Executioner
P.E.K.K.A Skeletons Knight Firecracker Guards
Firecracker Tornado P.E.K.K.A
Tornado Skeletons Firecracker Guards Executioner
Tornado Firecracker Executioner
P.E.K.K.A
P.E.K.K.A Skeletons Tornado
Knight Guards Tornado Skeletons Firecracker
Guards Executioner Skeletons Knight Firecracker Tornado
Executioner Firecracker Tornado
P.E.K.K.A Skeletons Knight Guards
Executioner Firecracker Guards Tornado P.E.K.K.A
P.E.K.K.A Knight
Tornado P.E.K.K.A
Skeletons Knight Firecracker Tornado Executioner P.E.K.K.A
Knight Firecracker Guards Tornado Executioner
Tornado Executioner Knight Firecracker Guards
P.E.K.K.A Tornado
Knight Firecracker 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.

Knight Guards Skeletons P.E.K.K.A
Knight Firecracker Executioner
Guards P.E.K.K.A Skeletons Knight
Guards P.E.K.K.A Knight Tornado
P.E.K.K.A Skeletons Knight Guards Executioner
Firecracker Executioner Skeletons Tornado
Guards P.E.K.K.A Skeletons Knight
P.E.K.K.A Knight
P.E.K.K.A Skeletons Knight Firecracker Tornado
P.E.K.K.A Skeletons Guards
P.E.K.K.A Knight Guards
P.E.K.K.A Guards Tornado
P.E.K.K.A Skeletons Knight Guards Executioner
Firecracker Executioner
Guards Skeletons Knight Firecracker Tornado Executioner P.E.K.K.A
Executioner Firecracker P.E.K.K.A

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.)

Knight Firecracker Guards
Firecracker Tornado Executioner
Knight Firecracker Guards
Executioner Firecracker
Firecracker Executioner Tornado
Firecracker Tornado Executioner
Firecracker Tornado Executioner
Firecracker Tornado
Guards Tornado
Firecracker Knight Tornado
Firecracker Tornado Executioner
Knight Firecracker Executioner
Firecracker
Firecracker
Firecracker Executioner
Firecracker Executioner
Tornado
Firecracker Executioner
Firecracker Tornado
Tornado
Tornado
Firecracker Tornado Executioner
Firecracker Tornado Executioner
Tornado
Firecracker Tornado
Firecracker Tornado Executioner
Firecracker Guards
Firecracker
P.E.K.K.A
Firecracker
Guards
Firecracker Tornado Executioner
Knight Firecracker Executioner
Firecracker Executioner
Tornado
Firecracker Executioner P.E.K.K.A
Firecracker Guards Tornado
Firecracker Tornado Executioner
Firecracker Tornado Executioner
P.E.K.K.A
Firecracker

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