My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Electro Dragon

Defensive buildings

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

Cannon

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 Suspicious Bush Electro Dragon P.E.K.K.A

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.

Void

Pump responses

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

Void

Dropped at the bridge

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

Knight Battle Healer 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.

Electro Dragon

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 Cannon Electro Dragon
Zap
Skeletons Cannon
Barbarian Barrel
Skeletons Knight Cannon
The Log
Skeletons Cannon Suspicious Bush
Earthquake
Skeletons Cannon
Arrows
Skeletons Suspicious Bush
Royal Delivery
Skeletons Knight Battle Healer Electro Dragon P.E.K.K.A
Fireball
Cannon Suspicious Bush Battle Healer Electro Dragon
Poison
Cannon Suspicious Bush Battle Healer Electro Dragon
Lightning
Knight Cannon Battle Healer Electro Dragon
Rocket
Battle Healer Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Dragon

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 Suspicious Bush Battle Healer 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Suspicious Bush Knight Cannon Void Battle Healer Electro Dragon P.E.K.K.A

Shortest cycle

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

9 Skeletons Suspicious Bush Knight Cannon

Attack Synergies 1 2

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
Electro Dragon
Cannon
Suspicious Bush
Battle Healer
Electro Dragon
Void
Electro Dragon
Battle Healer Knight P.E.K.K.A
P.E.K.K.A
Electro Dragon

Defense Synergies 4 6

Skeletons
Cannon Knight Battle Healer Electro Dragon P.E.K.K.A
Knight
Cannon Electro Dragon Skeletons
Cannon
Skeletons Knight Battle Healer Electro Dragon
Suspicious Bush
Battle Healer
Electro Dragon Skeletons Cannon
Void
Electro Dragon
Knight Battle Healer Skeletons Cannon
P.E.K.K.A
Skeletons

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 Cannon Void Electro Dragon
P.E.K.K.A Skeletons Knight Cannon Battle Healer Electro Dragon
Cannon P.E.K.K.A Skeletons Knight Void Electro Dragon
Cannon P.E.K.K.A Skeletons Knight Electro Dragon
Battle Healer P.E.K.K.A
Skeletons Cannon Electro Dragon
Cannon Void Electro Dragon
Cannon Battle Healer Void Electro Dragon P.E.K.K.A
Cannon P.E.K.K.A Skeletons
Knight Skeletons Cannon Battle Healer
Skeletons Knight Cannon Electro Dragon
Electro Dragon
Cannon P.E.K.K.A Skeletons Knight Battle Healer Electro Dragon
Cannon Electro Dragon P.E.K.K.A
P.E.K.K.A Knight Cannon
Cannon P.E.K.K.A
Skeletons Knight Cannon Electro Dragon P.E.K.K.A
Cannon Knight Battle Healer Electro Dragon
Knight Cannon Battle Healer Electro Dragon
P.E.K.K.A Cannon
Knight Cannon Battle Healer Electro Dragon P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeletons Battle Healer Void P.E.K.K.A
Void Knight Battle Healer Electro Dragon
P.E.K.K.A Skeletons Knight Battle Healer Electro Dragon
P.E.K.K.A Knight Battle Healer
P.E.K.K.A Skeletons Knight Cannon Battle Healer
Skeletons Electro Dragon
P.E.K.K.A Skeletons Knight Battle Healer Void
P.E.K.K.A Knight Battle Healer
Void Electro Dragon P.E.K.K.A Skeletons Knight
P.E.K.K.A Skeletons Cannon
P.E.K.K.A Knight Electro Dragon
P.E.K.K.A Void
P.E.K.K.A Skeletons Knight Cannon
Cannon Electro Dragon
Electro Dragon Skeletons Knight Battle Healer P.E.K.K.A
Cannon Battle Healer Electro Dragon P.E.K.K.A
Cannon Void

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.)

Void Knight Electro Dragon
Void Electro Dragon
Void Electro Dragon
Knight Void
Electro Dragon
Electro Dragon
Void Electro Dragon
Void Electro Dragon
Void Knight Electro Dragon
Void Electro Dragon
Knight Void
Void Electro Dragon
Electro Dragon
Electro Dragon
Void Electro Dragon
Void Electro Dragon
Void
Void
Void
Void Electro Dragon
Electro Dragon
Void Electro Dragon
Void Electro Dragon
Void
Void Electro Dragon
Electro Dragon Void
Void
Void Electro Dragon
Void Electro Dragon
P.E.K.K.A
Void Electro Dragon
Electro Dragon
Void Knight Electro Dragon
Electro Dragon
Void
Electro Dragon P.E.K.K.A
Electro Dragon
Void Electro Dragon
Void Electro Dragon
P.E.K.K.A
Void Electro Dragon
Void

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