My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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 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

Defensive buildings

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

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Electro Dragon P.E.K.K.A 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.

Tornado

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 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 Electro Dragon
Zap
Skeletons
Barbarian Barrel
Skeletons Heal Spirit Bomb Tower
The Log
Skeletons Heal Spirit
Earthquake
Skeletons Bomb Tower
Arrows
Skeletons Heal Spirit
Royal Delivery
Skeletons Heal Spirit Electro Dragon P.E.K.K.A
Fireball
Bomb Tower Electro Dragon
Poison
Bomb Tower Electro Dragon
Lightning
Bomb Tower Electro Dragon Goblinstein
Rocket
Bomb Tower Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower Tornado Electro Dragon

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.

Heal Spirit Tornado 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Heal Spirit Tornado Bomb Tower Electro Dragon Goblinstein P.E.K.K.A

Shortest cycle

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

5 Mirror Skeletons Heal Spirit Tornado

Attack Synergies 1 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.

Skeletons
Heal Spirit
Electro Dragon P.E.K.K.A
Bomb Tower
Mirror
Tornado
Tornado
P.E.K.K.A Mirror Electro Dragon
Electro Dragon
Heal Spirit Tornado P.E.K.K.A
P.E.K.K.A
Tornado Heal Spirit Electro Dragon
Goblinstein

Defense Synergies 3 7

Skeletons
Bomb Tower Tornado Electro Dragon P.E.K.K.A
Heal Spirit
Bomb Tower
Tornado Skeletons Mirror
Mirror
Tornado Bomb Tower Electro Dragon
Tornado
Bomb Tower Mirror P.E.K.K.A Skeletons Electro Dragon
Electro Dragon
Skeletons Mirror Tornado
P.E.K.K.A
Tornado Skeletons
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.

Electro Dragon
Bomb Tower P.E.K.K.A Skeletons Electro Dragon
Bomb Tower Tornado P.E.K.K.A Skeletons Electro Dragon
Bomb Tower P.E.K.K.A Skeletons Electro Dragon
Bomb Tower Tornado P.E.K.K.A
Tornado Skeletons Bomb Tower Electro Dragon
Tornado Bomb Tower Electro Dragon
Bomb Tower Electro Dragon P.E.K.K.A
P.E.K.K.A Skeletons Bomb Tower Tornado
Tornado Skeletons
Skeletons Bomb Tower Tornado Electro Dragon
Tornado Electro Dragon
Bomb Tower P.E.K.K.A Skeletons Electro Dragon
Bomb Tower Tornado Electro Dragon P.E.K.K.A
P.E.K.K.A Bomb Tower
Bomb Tower Tornado P.E.K.K.A
Bomb Tower Skeletons Tornado Electro Dragon P.E.K.K.A
Bomb Tower Tornado Electro Dragon
Bomb Tower Tornado Electro Dragon
P.E.K.K.A Bomb Tower Tornado
Bomb Tower 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.

Skeletons P.E.K.K.A
Bomb Tower Electro Dragon
P.E.K.K.A Skeletons Bomb Tower Electro Dragon
P.E.K.K.A Tornado
P.E.K.K.A Skeletons
Skeletons Bomb Tower Tornado Electro Dragon
P.E.K.K.A Skeletons Bomb Tower
P.E.K.K.A Bomb Tower
Electro Dragon P.E.K.K.A Skeletons Bomb Tower Tornado
P.E.K.K.A Skeletons
P.E.K.K.A Bomb Tower Electro Dragon
P.E.K.K.A Tornado
P.E.K.K.A Skeletons Bomb Tower
Bomb Tower Electro Dragon
Electro Dragon Skeletons Bomb Tower Tornado P.E.K.K.A
Bomb Tower Electro Dragon P.E.K.K.A
Bomb Tower

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.)

Electro Dragon
Tornado Electro Dragon
Electro Dragon
Tornado Electro Dragon
Tornado
Tornado Electro Dragon
Tornado Electro Dragon
Tornado Electro Dragon
Tornado Electro Dragon
Tornado Electro Dragon
Electro Dragon
Electro Dragon
Electro Dragon
Tornado
Electro Dragon
Tornado Electro Dragon
Tornado
Tornado
Electro Dragon
Tornado Electro Dragon
Tornado Electro Dragon
Tornado Electro Dragon
Tornado
Tornado Electro Dragon
Electro Dragon
Electro Dragon
Electro Dragon
P.E.K.K.A
Electro Dragon
Tornado Electro Dragon
Electro Dragon
Electro Dragon
Tornado
Electro Dragon P.E.K.K.A
Electro Dragon Tornado
Tornado Electro Dragon
Electro Dragon Tornado
P.E.K.K.A
Electro Dragon

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