My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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!
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.

Mega Minion Musketeer Ice Wizard

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.

Mega Minion Musketeer Rune Giant P.E.K.K.A Ice Wizard

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 The Log

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.

Rune Giant 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
Guards
Giant Snowball
Mega Minion Musketeer Guards
Zap
Guards
Barbarian Barrel
Musketeer Guards Ice Wizard
The Log
Musketeer Guards
Earthquake
Guards
Arrows
Guards
Royal Delivery
Mega Minion Musketeer Guards P.E.K.K.A Ice Wizard
Fireball
Mega Minion Musketeer Ice Wizard
Poison
Mega Minion Musketeer Guards Ice Wizard
Lightning
Mega Minion Musketeer Ice Wizard
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Ice Wizard

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 Mega Minion Guards Rune Giant P.E.K.K.A Ice Wizard

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.

Musketeer Ice Wizard

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.

The Log Arrows Mega Minion Guards Ice Wizard Musketeer Rune Giant P.E.K.K.A

Shortest cycle

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

11 The Log Arrows Mega Minion Guards

Attack Synergies 1 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.

Arrows
P.E.K.K.A Mega Minion
Mega Minion
Arrows
Musketeer
P.E.K.K.A The Log
Guards
The Log
Rune Giant
Ice Wizard
P.E.K.K.A
Arrows Musketeer The Log Ice Wizard
The Log
Musketeer Guards P.E.K.K.A
Ice Wizard
Rune Giant P.E.K.K.A

Defense Synergies 3 12

Arrows
Mega Minion P.E.K.K.A Ice Wizard
Mega Minion
Arrows Musketeer Guards The Log Ice Wizard
Musketeer
Guards The Log Mega Minion P.E.K.K.A
Guards
Musketeer Mega Minion The Log Ice Wizard
Rune Giant
P.E.K.K.A
The Log Arrows Musketeer Ice Wizard
The Log
Musketeer P.E.K.K.A Mega Minion Guards Ice Wizard
Ice Wizard
Arrows Mega Minion Guards P.E.K.K.A The Log

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.

Mega Minion Musketeer The Log
P.E.K.K.A Mega Minion Musketeer The Log Ice Wizard
P.E.K.K.A Mega Minion Musketeer Ice Wizard
P.E.K.K.A Mega Minion Musketeer Guards Ice Wizard
Arrows P.E.K.K.A The Log
Arrows The Log Mega Minion Musketeer Guards Ice Wizard
Mega Minion Musketeer Arrows Ice Wizard
Arrows Musketeer P.E.K.K.A The Log
P.E.K.K.A Musketeer Ice Wizard
Guards Musketeer Ice Wizard
Guards Ice Wizard Arrows Mega Minion Musketeer The Log
Arrows Mega Minion Musketeer Ice Wizard
P.E.K.K.A Musketeer Guards The Log Ice Wizard
Arrows Mega Minion Guards P.E.K.K.A The Log
P.E.K.K.A
P.E.K.K.A The Log
Arrows Musketeer P.E.K.K.A
Arrows Mega Minion Musketeer Guards The Log Ice Wizard
Arrows The Log Mega Minion Musketeer Guards Ice Wizard
P.E.K.K.A Musketeer
Arrows Musketeer Guards P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

Guards P.E.K.K.A
Arrows Mega Minion Musketeer The Log
Guards P.E.K.K.A Musketeer The Log
Guards P.E.K.K.A Musketeer The Log
P.E.K.K.A Musketeer Guards
Arrows Musketeer Ice Wizard
Guards P.E.K.K.A Mega Minion Musketeer Ice Wizard
P.E.K.K.A
P.E.K.K.A Mega Minion The Log
P.E.K.K.A Mega Minion Musketeer Guards
P.E.K.K.A Mega Minion Musketeer Guards
P.E.K.K.A Arrows Guards The Log
P.E.K.K.A Guards
Musketeer
Guards Mega Minion Musketeer P.E.K.K.A The Log
Arrows Mega Minion Musketeer P.E.K.K.A The Log Ice Wizard
Arrows Ice Wizard

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.)

Arrows Musketeer Guards The Log
Arrows Musketeer The Log Ice Wizard
Arrows The Log
Arrows Musketeer Guards The Log
Arrows The Log
Arrows Mega Minion Musketeer Ice Wizard
Arrows Musketeer The Log
Arrows The Log Ice Wizard
Arrows The Log
Musketeer Guards
Arrows Musketeer The Log
Arrows Musketeer
Musketeer The Log
Arrows Musketeer
Arrows Musketeer The Log
Arrows Musketeer The Log
Arrows Musketeer The Log
Arrows
Arrows Mega Minion Musketeer The Log
Arrows The Log
Musketeer The Log
Arrows
Musketeer The Log
Arrows Musketeer The Log
Arrows The Log Ice Wizard
Mega Minion
Arrows The Log Musketeer Ice Wizard
Arrows Musketeer The Log
Arrows Musketeer The Log
Arrows Musketeer Ice Wizard
Mega Minion Musketeer Guards
Mega Minion
Arrows Musketeer The Log
Arrows
P.E.K.K.A
Arrows The Log
Musketeer Guards
Arrows Mega Minion Musketeer Ice Wizard
Arrows The Log
Mega Minion Musketeer
Arrows The Log Musketeer
Arrows
Mega Minion Musketeer P.E.K.K.A
Musketeer Guards The Log
Musketeer
Musketeer The Log
P.E.K.K.A

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