My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
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 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.

Electro Dragon Magic Archer

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.

Rune Giant Electro Dragon P.E.K.K.A Magic Archer

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Rune Giant

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.

Heal Spirit Battle Healer Rune Giant P.E.K.K.A Magic Archer

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 Magic Archer

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
Electro Dragon
Zap
Barbarian Barrel
Heal Spirit Magic Archer
The Log
Heal Spirit
Earthquake
Arrows
Heal Spirit
Royal Delivery
Heal Spirit Battle Healer Electro Dragon P.E.K.K.A Magic Archer
Fireball
Battle Healer Electro Dragon Magic Archer
Poison
Battle Healer Electro Dragon Magic Archer
Lightning
Battle Healer Electro Dragon Magic Archer
Rocket
Battle Healer Electro Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Dragon Magic Archer

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 Battle Healer Rune Giant 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.

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.

Heal Spirit Berserker Arrows Battle Healer Rune Giant Magic Archer Electro Dragon P.E.K.K.A

Shortest cycle

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

10 Heal Spirit Berserker Arrows Battle Healer

Attack Synergies 5 7

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.

Berserker
Rune Giant
Arrows
P.E.K.K.A Battle Healer
Heal Spirit
Battle Healer Electro Dragon P.E.K.K.A
Battle Healer
Heal Spirit Electro Dragon Arrows Magic Archer
Rune Giant
Berserker Magic Archer
Electro Dragon
Battle Healer Heal Spirit P.E.K.K.A Magic Archer
P.E.K.K.A
Arrows Magic Archer Heal Spirit Electro Dragon
Magic Archer
P.E.K.K.A Battle Healer Rune Giant Electro Dragon

Defense Synergies 1 3

Berserker
Arrows
Battle Healer P.E.K.K.A
Heal Spirit
Battle Healer
Electro Dragon Arrows Magic Archer
Rune Giant
Electro Dragon
Battle Healer
P.E.K.K.A
Arrows
Magic Archer
Battle Healer

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.

Electro Dragon Magic Archer
P.E.K.K.A Battle Healer Electro Dragon
P.E.K.K.A Electro Dragon
P.E.K.K.A Electro Dragon
Arrows Battle Healer P.E.K.K.A
Arrows Electro Dragon Magic Archer
Arrows Electro Dragon Magic Archer
Arrows Battle Healer Electro Dragon P.E.K.K.A Magic Archer
P.E.K.K.A
Battle Healer
Berserker Arrows Electro Dragon Magic Archer
Arrows Electro Dragon Magic Archer
P.E.K.K.A Battle Healer Electro Dragon
Arrows Electro Dragon P.E.K.K.A Magic Archer
P.E.K.K.A
P.E.K.K.A
Arrows Electro Dragon P.E.K.K.A
Arrows Battle Healer Electro Dragon Magic Archer
Arrows Battle Healer Electro Dragon Magic Archer
P.E.K.K.A
Arrows Battle Healer Electro Dragon 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.

Battle Healer P.E.K.K.A
Arrows Battle Healer Electro Dragon Magic Archer
P.E.K.K.A Battle Healer Electro Dragon
P.E.K.K.A Battle Healer
P.E.K.K.A Battle Healer
Arrows Electro Dragon Magic Archer
P.E.K.K.A Battle Healer
P.E.K.K.A Battle Healer
Electro Dragon P.E.K.K.A Magic Archer
P.E.K.K.A
P.E.K.K.A Electro Dragon
P.E.K.K.A Arrows
P.E.K.K.A
Electro Dragon Magic Archer
Electro Dragon Battle Healer P.E.K.K.A Magic Archer
Arrows Battle Healer Electro Dragon P.E.K.K.A Magic Archer
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.)

Magic Archer Arrows Electro Dragon
Arrows Electro Dragon Magic Archer
Arrows Electro Dragon Magic Archer
Arrows
Arrows Magic Archer
Arrows Electro Dragon Magic Archer
Arrows Magic Archer
Arrows Electro Dragon Magic Archer
Arrows Electro Dragon
Electro Dragon
Arrows Electro Dragon Magic Archer
Arrows Electro Dragon Magic Archer
Magic Archer
Arrows Electro Dragon Magic Archer
Arrows Magic Archer
Arrows Electro Dragon Magic Archer
Magic Archer Arrows Electro Dragon
Arrows
Arrows Electro Dragon Magic Archer
Arrows Electro Dragon Magic Archer
Magic Archer
Arrows
Arrows Electro Dragon
Arrows Electro Dragon Magic Archer
Arrows Electro Dragon Magic Archer
Arrows Electro Dragon Magic Archer
Arrows Magic Archer
Arrows Electro Dragon Magic Archer
Electro Dragon
Arrows Electro Dragon Magic Archer
Arrows Electro Dragon Magic Archer
P.E.K.K.A
Arrows Magic Archer
Electro Dragon Magic Archer
Arrows Electro Dragon Magic Archer
Arrows
Electro Dragon Magic Archer
Arrows Electro Dragon Magic Archer
Arrows
Electro Dragon P.E.K.K.A
Electro Dragon Magic Archer
Electro Dragon Magic Archer
Electro Dragon Magic Archer
P.E.K.K.A
Electro Dragon

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