My Best Clash Royale Deck

Deck Check Rating

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

5 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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash 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 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Rascals

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.

Knight Rascals 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.

Rage 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 Rascals Heal Spirit 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
Giant Snowball
Cannon
Zap
Cannon
Barbarian Barrel
Knight Cannon Rascals Heal Spirit
The Log
Cannon Rascals Heal Spirit
Earthquake
Cannon
Arrows
Rascals Heal Spirit
Royal Delivery
Knight Rascals Heal Spirit Battle Healer P.E.K.K.A
Fireball
Cannon Rascals Battle Healer
Poison
Cannon Rascals Battle Healer
Lightning
Knight Cannon Battle Healer
Rocket
Rascals Battle Healer

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Knight Heal Spirit Battle Healer Rage 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Rage Knight Cannon Void Battle Healer Rascals P.E.K.K.A

Shortest cycle

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

9 Heal Spirit Rage Knight Cannon

Attack Synergies 2 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.

Knight
Heal Spirit
Cannon
Rascals
Battle Healer
Heal Spirit
Battle Healer Knight P.E.K.K.A
Battle Healer
Heal Spirit Rage Rascals
Rage
Battle Healer
Void
P.E.K.K.A
Heal Spirit

Defense Synergies 1 3

Knight
Cannon
Cannon
Knight Rascals Battle Healer
Rascals
Cannon Battle Healer
Heal Spirit
Battle Healer
Cannon Rascals
Rage
Void
P.E.K.K.A

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
P.E.K.K.A Knight Cannon Rascals Battle Healer
Cannon P.E.K.K.A Knight Rascals Void
Cannon P.E.K.K.A Knight Rascals
Battle Healer P.E.K.K.A
Cannon Rascals
Cannon Rascals Void
Cannon Rascals Battle Healer Void P.E.K.K.A
Cannon P.E.K.K.A Rascals
Knight Cannon Rascals Battle Healer
Knight Cannon Rascals
Rascals
Cannon P.E.K.K.A Knight Rascals Battle Healer
Cannon Rascals P.E.K.K.A
P.E.K.K.A Knight Cannon Rascals
Cannon Rascals P.E.K.K.A
Knight Cannon Rascals P.E.K.K.A
Cannon Knight Rascals Battle Healer
Knight Cannon Rascals Battle Healer
P.E.K.K.A Cannon
Rascals Knight Cannon 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.

Knight Rascals Battle Healer Void P.E.K.K.A
Void Knight Battle Healer
P.E.K.K.A Knight Rascals Battle Healer
P.E.K.K.A Knight Rascals Battle Healer
P.E.K.K.A Knight Cannon Rascals Battle Healer
Rascals
Rascals P.E.K.K.A Knight Battle Healer Void
P.E.K.K.A Knight Rascals Battle Healer
Void P.E.K.K.A Knight
P.E.K.K.A Cannon
P.E.K.K.A Knight Rascals
P.E.K.K.A Void
Rascals P.E.K.K.A Knight Cannon
Cannon Rascals
Rascals Knight Battle Healer P.E.K.K.A
Cannon Rascals Battle Healer 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 Rascals
Void
Void
Knight Rascals Void
Void
Void
Void Knight
Void
Knight Void
Void
Void
Void
Void
Void
Void
Void
Void
Void
Void
Void
Void
Void
Void
Void
P.E.K.K.A
Void
Void Knight Rascals
Void
P.E.K.K.A
Rascals
Void
Void
P.E.K.K.A
Void
Void

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