My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Executioner Electro Wizard

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.

Executioner P.E.K.K.A Electro Wizard Lumberjack

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.

Zap Arrows Tornado

Punishments

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

Lumberjack

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.

P.E.K.K.A Lumberjack

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.

Electro Wizard Lumberjack

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Tornado Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Arrows Tornado Executioner P.E.K.K.A

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.

Electro 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.

Mirror Zap Arrows Tornado Electro Wizard Lumberjack Executioner P.E.K.K.A

Shortest cycle

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

8 Mirror Zap Arrows Tornado

Attack Synergies 10 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.

Zap
Arrows Mirror Tornado P.E.K.K.A Electro Wizard Executioner Lumberjack
Arrows
Zap Mirror P.E.K.K.A Lumberjack
Mirror
Zap Arrows Tornado Lumberjack
Tornado
Zap Executioner P.E.K.K.A Mirror
Executioner
Tornado Zap P.E.K.K.A
P.E.K.K.A
Zap Arrows Tornado Electro Wizard Executioner Lumberjack
Electro Wizard
Zap P.E.K.K.A Lumberjack
Lumberjack
Zap Arrows Mirror P.E.K.K.A Electro Wizard

Defense Synergies 6 15

Zap
Mirror Electro Wizard Arrows Tornado Executioner P.E.K.K.A Lumberjack
Arrows
Mirror Zap Tornado P.E.K.K.A Lumberjack
Mirror
Zap Arrows Tornado Executioner Electro Wizard Lumberjack
Tornado
Mirror Executioner P.E.K.K.A Zap Arrows Electro Wizard
Executioner
Tornado Zap Mirror Lumberjack
P.E.K.K.A
Tornado Zap Arrows Electro Wizard
Electro Wizard
Zap Mirror Tornado P.E.K.K.A Lumberjack
Lumberjack
Zap Arrows Mirror Executioner Electro 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.

Zap Executioner Electro Wizard
P.E.K.K.A Lumberjack Zap Executioner Electro Wizard
Tornado P.E.K.K.A Lumberjack Executioner Electro Wizard
P.E.K.K.A Lumberjack Electro Wizard
Arrows Tornado P.E.K.K.A Lumberjack
Arrows Tornado Zap Executioner Electro Wizard Lumberjack
Tornado Electro Wizard Zap Arrows Executioner
Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Tornado Lumberjack
Tornado Electro Wizard Lumberjack
Executioner Electro Wizard Zap Arrows Tornado Lumberjack
Arrows Executioner Zap Tornado Electro Wizard
P.E.K.K.A Lumberjack Zap Electro Wizard
Executioner Zap Arrows Tornado P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack
Tornado Zap P.E.K.K.A Electro Wizard Lumberjack
Arrows Tornado Executioner P.E.K.K.A Electro Wizard Lumberjack
Arrows Zap Tornado Executioner Electro Wizard Lumberjack
Zap Arrows Tornado Executioner Electro Wizard Lumberjack
P.E.K.K.A Tornado Electro Wizard Lumberjack
Arrows Executioner P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Executioner Lumberjack
P.E.K.K.A Lumberjack Zap Electro Wizard
P.E.K.K.A Lumberjack Zap Tornado Electro Wizard
P.E.K.K.A Executioner Lumberjack
Arrows Executioner Zap Tornado Electro Wizard
P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Lumberjack
Zap P.E.K.K.A Electro Wizard Tornado
P.E.K.K.A
P.E.K.K.A Lumberjack
P.E.K.K.A Zap Arrows Tornado Electro Wizard
P.E.K.K.A Executioner Lumberjack
Executioner
Electro Wizard Zap Tornado Executioner P.E.K.K.A Lumberjack
Arrows Executioner Zap P.E.K.K.A Electro Wizard
Zap Arrows Electro Wizard

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 Zap Tornado Executioner Electro Wizard
Arrows
Arrows
Executioner Zap Arrows
Arrows Executioner Zap Tornado
Arrows Tornado Executioner
Arrows Zap Tornado Executioner
Arrows Zap Tornado
Tornado Electro Wizard Lumberjack
Zap Arrows Tornado Electro Wizard
Zap Arrows Tornado Executioner
Executioner
Arrows
Zap Arrows
Zap Arrows Executioner
Arrows Executioner
Arrows Tornado
Zap Arrows Executioner Electro Wizard
Zap Arrows Tornado
Arrows Tornado
Tornado
Zap Arrows
Zap Arrows Tornado Executioner
Arrows Zap Tornado Executioner Electro Wizard
Zap Arrows Tornado
Zap Arrows Tornado
Zap Arrows Tornado Executioner Electro Wizard
Zap Electro Wizard
Zap Arrows
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard
Zap Arrows Tornado Executioner Electro Wizard
Arrows
Executioner Electro Wizard Lumberjack
Arrows Zap Executioner
Zap Arrows Tornado
Executioner P.E.K.K.A
Zap Tornado Electro Wizard
Zap Tornado Executioner Electro Wizard
Zap Tornado Executioner Electro Wizard
P.E.K.K.A

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