My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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.

Archers Firecracker

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.

Archers Firecracker Rune Giant P.E.K.K.A

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.

Rocket The Log

Pump responses

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

Rocket

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 Rune Giant 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.

Firecracker

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Rocket 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 Battle Healer Rocket Rune Giant 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit The Log Archers Firecracker Battle Healer Rune Giant Rocket P.E.K.K.A

Shortest cycle

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

9 Heal Spirit The Log Archers Firecracker

Attack Synergies 2 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.

Archers
Battle Healer Heal Spirit Rune Giant P.E.K.K.A
Firecracker
Battle Healer P.E.K.K.A
Heal Spirit
Battle Healer Archers P.E.K.K.A
Battle Healer
Archers Heal Spirit Firecracker
Rocket
Rune Giant
Archers
P.E.K.K.A
Archers Firecracker Heal Spirit The Log
The Log
P.E.K.K.A

Defense Synergies 2 8

Archers
Firecracker Battle Healer P.E.K.K.A The Log
Firecracker
The Log Archers Battle Healer P.E.K.K.A
Heal Spirit
Battle Healer
Archers Firecracker The Log
Rocket
The Log
Rune Giant
P.E.K.K.A
The Log Archers Firecracker
The Log
Firecracker P.E.K.K.A Archers Battle Healer Rocket

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.

Rocket Firecracker The Log
P.E.K.K.A Firecracker Battle Healer The Log
Rocket P.E.K.K.A Archers
P.E.K.K.A Firecracker
Firecracker Battle Healer Rocket P.E.K.K.A The Log
The Log Archers Firecracker
Rocket Archers Firecracker
Rocket Battle Healer P.E.K.K.A The Log
P.E.K.K.A
Archers Firecracker Battle Healer
Archers Firecracker The Log
Archers Firecracker
P.E.K.K.A Battle Healer Rocket The Log
Rocket Firecracker P.E.K.K.A The Log
P.E.K.K.A
Rocket P.E.K.K.A The Log
Firecracker P.E.K.K.A
Archers Firecracker Battle Healer The Log
The Log Archers Firecracker Battle Healer
P.E.K.K.A
Archers Firecracker Battle Healer 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.

Archers Battle Healer P.E.K.K.A
Archers Firecracker Battle Healer Rocket The Log
P.E.K.K.A Battle Healer Rocket The Log
Rocket P.E.K.K.A Battle Healer The Log
P.E.K.K.A Battle Healer
Firecracker Rocket Archers
Rocket P.E.K.K.A Archers Battle Healer
P.E.K.K.A Battle Healer
Rocket P.E.K.K.A Firecracker The Log
P.E.K.K.A
P.E.K.K.A
Rocket P.E.K.K.A The Log
Rocket P.E.K.K.A
Archers Firecracker
Archers Firecracker Battle Healer Rocket P.E.K.K.A The Log
Archers Firecracker 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.)

Firecracker Rocket The Log
Firecracker The Log
Rocket The Log
Firecracker Rocket The Log
Rocket Firecracker The Log
Firecracker Rocket
Archers Firecracker The Log
The Log Firecracker
The Log Firecracker
Rocket
Firecracker Rocket The Log
Archers Firecracker Rocket
Rocket Firecracker The Log
Firecracker Rocket
Firecracker The Log
Rocket Firecracker The Log
Firecracker Rocket The Log
Rocket
Rocket
Rocket Archers Firecracker The Log
Rocket Firecracker The Log
Rocket The Log
Rocket
Rocket The Log
Rocket The Log
Firecracker The Log
Firecracker The Log
The Log
Rocket Firecracker The Log
Archers Firecracker
Rocket Firecracker
Rocket The Log
Rocket Firecracker
P.E.K.K.A
Rocket Firecracker The Log
Archers Rocket
Rocket Archers Firecracker
The Log
Firecracker Rocket
The Log Firecracker
Rocket
Firecracker P.E.K.K.A
Firecracker Rocket The Log
Firecracker Rocket
Firecracker Rocket The Log
P.E.K.K.A
Firecracker Rocket

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