My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
RIP
Versatility
Bad
F2P score
Mediocre

5 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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

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.

Cannon

Investments

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

Skeletons P.E.K.K.A

Offensive cards

Win conditions

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

Miner

Damage spells

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

Missing

Punishments

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

Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

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 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.

Miner

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

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.

Heal Spirit Battle Healer Clone P.E.K.K.A Miner

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.

Mirror Skeletons Heal Spirit Cannon Clone Miner Battle Healer P.E.K.K.A

Shortest cycle

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

5 Mirror Skeletons Heal Spirit Cannon

Attack Synergies 2 2

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
Cannon
Heal Spirit
Battle Healer P.E.K.K.A
Battle Healer
Heal Spirit Mirror
Mirror
Miner Battle Healer
Clone
P.E.K.K.A
Heal Spirit
Miner
Mirror

Defense Synergies 3 3

Skeletons
Cannon Battle Healer P.E.K.K.A
Cannon
Skeletons Mirror Battle Healer
Heal Spirit
Battle Healer
Mirror Skeletons Cannon
Mirror
Cannon Battle Healer
Clone
P.E.K.K.A
Skeletons
Miner

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.

Cannon
P.E.K.K.A Skeletons Cannon Battle Healer
Cannon P.E.K.K.A Skeletons
Cannon P.E.K.K.A Skeletons
Battle Healer P.E.K.K.A
Skeletons Cannon
Cannon
Cannon Battle Healer P.E.K.K.A
Cannon P.E.K.K.A Skeletons
Skeletons Cannon Battle Healer Miner
Skeletons Cannon
Cannon P.E.K.K.A Skeletons Battle Healer
Cannon P.E.K.K.A
P.E.K.K.A Cannon
Cannon P.E.K.K.A
Skeletons Cannon P.E.K.K.A
Cannon Battle Healer
Cannon Battle Healer
P.E.K.K.A Cannon
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.

Skeletons Battle Healer P.E.K.K.A
Battle Healer Miner
P.E.K.K.A Skeletons Battle Healer
P.E.K.K.A Battle Healer
P.E.K.K.A Skeletons Cannon Battle Healer
Skeletons
P.E.K.K.A Skeletons Battle Healer
P.E.K.K.A Battle Healer
P.E.K.K.A Skeletons
P.E.K.K.A Skeletons Cannon
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Skeletons Cannon
Cannon
Skeletons Battle Healer P.E.K.K.A
Cannon Battle Healer P.E.K.K.A

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.)

Miner
Miner
Miner
Miner
Miner
Miner
Miner
Miner
Miner
Miner
P.E.K.K.A
Miner
P.E.K.K.A
Miner

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