My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
RIP
F2P score
Bad

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 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 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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Missing

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.

Skeletons Elixir Golem P.E.K.K.A

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Rage The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Elixir Golem

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 Elixir Golem 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
Skeletons Elixir Golem
Giant Snowball
Skeletons
Zap
Skeletons
Barbarian Barrel
Skeletons Heal Spirit Elixir Golem
The Log
Skeletons Heal Spirit Elixir Golem
Earthquake
Skeletons Elixir Golem
Arrows
Skeletons Heal Spirit
Royal Delivery
Skeletons Heal Spirit Elixir Golem Battle Healer P.E.K.K.A
Fireball
Elixir Golem Battle Healer
Poison
Elixir Golem Battle Healer
Lightning
Battle Healer
Rocket
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.

The Log

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 Elixir Golem 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.

Bad

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 Rage The Log Elixir Golem Battle Healer P.E.K.K.A

Shortest cycle

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

4 Mirror Skeletons Heal Spirit Rage

Attack Synergies 6 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
Elixir Golem Battle Healer P.E.K.K.A
Elixir Golem
Heal Spirit Battle Healer Rage Mirror The Log
Battle Healer
Heal Spirit Elixir Golem Rage Mirror
Mirror
The Log Elixir Golem Battle Healer
Rage
Elixir Golem Battle Healer
P.E.K.K.A
Heal Spirit The Log
The Log
Mirror Elixir Golem P.E.K.K.A

Defense Synergies 2 5

Skeletons
Battle Healer P.E.K.K.A The Log
Heal Spirit
Elixir Golem
Battle Healer
Mirror Skeletons The Log
Mirror
Battle Healer The Log
Rage
P.E.K.K.A
The Log Skeletons
The Log
P.E.K.K.A Skeletons Battle Healer Mirror

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.

The Log
P.E.K.K.A Skeletons Battle Healer The Log
P.E.K.K.A Skeletons
P.E.K.K.A Skeletons
Battle Healer P.E.K.K.A The Log
The Log Skeletons
Battle Healer P.E.K.K.A The Log
P.E.K.K.A Skeletons
Skeletons Battle Healer
Skeletons The Log
P.E.K.K.A Skeletons Battle Healer The Log
P.E.K.K.A The Log
P.E.K.K.A
P.E.K.K.A The Log
Skeletons P.E.K.K.A
Battle Healer The Log
The Log Battle Healer
P.E.K.K.A
Battle Healer P.E.K.K.A The Log

Counters to secondary win conditions

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

Skeletons Battle Healer P.E.K.K.A
Battle Healer The Log
P.E.K.K.A Skeletons Battle Healer The Log
P.E.K.K.A Battle Healer The Log
P.E.K.K.A Skeletons Battle Healer
Skeletons
P.E.K.K.A Skeletons Battle Healer
P.E.K.K.A Battle Healer
P.E.K.K.A Skeletons The Log
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A The Log
P.E.K.K.A Skeletons
Skeletons Battle Healer P.E.K.K.A The Log
Battle Healer P.E.K.K.A The Log

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.)

The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
The Log
P.E.K.K.A
The Log
The Log
The Log
P.E.K.K.A
The Log
The Log
P.E.K.K.A

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