My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Bats Wizard 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 P.E.K.K.A Inferno Dragon 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.

Arrows

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.

Battle Healer P.E.K.K.A

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 Skeleton Army Inferno Dragon
Giant Snowball
Bats Skeleton Army Inferno Dragon
Zap
Bats Skeleton Army Inferno Dragon
Barbarian Barrel
Wizard Skeleton Army
The Log
Skeleton Army
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Battle Healer Wizard Skeleton Army P.E.K.K.A Inferno Dragon
Fireball
Battle Healer Wizard Skeleton Army Inferno Dragon
Poison
Bats Battle Healer Wizard Skeleton Army
Lightning
Battle Healer Wizard Inferno Dragon Goblinstein
Rocket
Battle Healer Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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.

Bats Arrows Battle Healer Skeleton Army P.E.K.K.A Inferno Dragon

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Skeleton Army Battle Healer Inferno Dragon Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

12 Bats Arrows Skeleton Army Battle Healer

Attack Synergies 2 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.

Bats
Battle Healer P.E.K.K.A Inferno Dragon
Arrows
P.E.K.K.A Battle Healer
Battle Healer
Inferno Dragon Bats Arrows
Wizard
P.E.K.K.A
Skeleton Army
P.E.K.K.A
Arrows Bats Wizard
Inferno Dragon
Battle Healer Bats
Goblinstein

Defense Synergies 1 8

Bats
Battle Healer P.E.K.K.A Inferno Dragon
Arrows
Battle Healer P.E.K.K.A
Battle Healer
Inferno Dragon Bats Arrows
Wizard
Skeleton Army P.E.K.K.A
Skeleton Army
Wizard Inferno Dragon
P.E.K.K.A
Bats Arrows Wizard
Inferno Dragon
Battle Healer Bats Skeleton Army
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.

Wizard
Skeleton Army P.E.K.K.A Inferno Dragon Bats Battle Healer
Skeleton Army P.E.K.K.A Bats Inferno Dragon
Skeleton Army P.E.K.K.A Inferno Dragon Bats
Arrows Battle Healer Skeleton Army P.E.K.K.A
Arrows Skeleton Army Bats
Bats Inferno Dragon Arrows Wizard
Arrows Battle Healer P.E.K.K.A
P.E.K.K.A Inferno Dragon Skeleton Army
Skeleton Army Battle Healer
Bats Skeleton Army Arrows Wizard
Arrows Inferno Dragon Bats Wizard
Skeleton Army P.E.K.K.A Bats Battle Healer Wizard
Wizard Skeleton Army Bats Arrows P.E.K.K.A
Skeleton Army P.E.K.K.A Inferno Dragon
Skeleton Army P.E.K.K.A Inferno Dragon
Wizard Bats Arrows Skeleton Army P.E.K.K.A
Arrows Bats Battle Healer Wizard Skeleton Army
Arrows Wizard Bats Battle Healer Inferno Dragon
P.E.K.K.A Inferno Dragon
Wizard Skeleton Army Bats Arrows Battle Healer P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Battle Healer P.E.K.K.A
Arrows Battle Healer Wizard Inferno Dragon
Skeleton Army P.E.K.K.A Bats Battle Healer
Skeleton Army P.E.K.K.A Bats Battle Healer
P.E.K.K.A Battle Healer Skeleton Army Inferno Dragon
Arrows Wizard Bats
Skeleton Army P.E.K.K.A Bats Battle Healer
P.E.K.K.A Battle Healer Skeleton Army Inferno Dragon
P.E.K.K.A Bats Skeleton Army Inferno Dragon
P.E.K.K.A Skeleton Army Inferno Dragon
P.E.K.K.A Inferno Dragon Bats
Skeleton Army P.E.K.K.A Arrows
Skeleton Army P.E.K.K.A Wizard
Wizard Skeleton Army
Skeleton Army Bats Battle Healer P.E.K.K.A Inferno Dragon
Bats Arrows Battle Healer Wizard P.E.K.K.A Inferno Dragon
Arrows

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
Arrows
Arrows
Wizard Arrows
Arrows Wizard Bats
Arrows Wizard
Arrows Wizard
Arrows Wizard
Bats
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Bats
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Inferno Dragon
Arrows Wizard
Arrows Wizard
Arrows
Bats Arrows Wizard
Bats Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Bats Skeleton Army
Arrows Wizard
Arrows
Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Bats
Bats
P.E.K.K.A Inferno Dragon
Wizard

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