My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 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!
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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Baby Dragon Mother Witch Archer Queen

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.

Baby Dragon Dark Prince Prince P.E.K.K.A Mother Witch Mega Knight Archer Queen

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.

Arrows

Punishments

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

Dark Prince Prince Mega Knight

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.

Baby Dragon Dark Prince Prince P.E.K.K.A Mega Knight Archer Queen

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.

Dark Prince

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
Dark Prince Prince
Giant Snowball
Baby Dragon
Zap
Dark Prince Prince
Barbarian Barrel
Dark Prince
The Log
Dark Prince Prince
Earthquake
Arrows
Royal Delivery
Baby Dragon Dark Prince Prince P.E.K.K.A Mother Witch
Fireball
Baby Dragon Mother Witch
Poison
Mother Witch
Lightning
Baby Dragon Dark Prince Prince Mother Witch Archer Queen
Rocket
Prince Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon Dark Prince Mega Knight

Ladder info

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 Baby Dragon Dark Prince Prince P.E.K.K.A Mother Witch Mega Knight

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.

Arrows Baby Dragon Dark Prince Mother Witch Prince Archer Queen P.E.K.K.A Mega Knight

Shortest cycle

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

15 Arrows Baby Dragon Dark Prince Mother Witch

Attack Synergies 3 13

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 Dark Prince Prince Mother Witch Mega Knight
Baby Dragon
Dark Prince Prince P.E.K.K.A Mega Knight
Dark Prince
Prince Arrows Baby Dragon Mother Witch
Prince
Dark Prince Mega Knight Arrows Baby Dragon
P.E.K.K.A
Arrows Baby Dragon Mother Witch Archer Queen
Mother Witch
Arrows Dark Prince P.E.K.K.A Mega Knight
Mega Knight
Prince Arrows Baby Dragon Mother Witch Archer Queen
Archer Queen
P.E.K.K.A Mega Knight

Defense Synergies 1 13

Arrows
Mega Knight Dark Prince Prince P.E.K.K.A Mother Witch
Baby Dragon
Dark Prince Prince P.E.K.K.A Mother Witch Mega Knight
Dark Prince
Arrows Baby Dragon Prince Mother Witch Archer Queen
Prince
Arrows Baby Dragon Dark Prince
P.E.K.K.A
Arrows Baby Dragon
Mother Witch
Arrows Baby Dragon Dark Prince Mega Knight
Mega Knight
Arrows Baby Dragon Mother Witch
Archer Queen
Dark Prince

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.

Baby Dragon
P.E.K.K.A Dark Prince Prince Mega Knight
Prince P.E.K.K.A Mega Knight Dark Prince
Prince P.E.K.K.A Dark Prince Mega Knight
Arrows Dark Prince Prince P.E.K.K.A Mega Knight
Arrows Baby Dragon Dark Prince Mother Witch Mega Knight
Arrows Baby Dragon
Arrows Baby Dragon P.E.K.K.A Mega Knight
P.E.K.K.A Prince Archer Queen
Dark Prince Prince Mega Knight
Mother Witch Arrows Baby Dragon Dark Prince Mega Knight
Arrows Baby Dragon
Prince P.E.K.K.A Mega Knight Dark Prince
Mega Knight Arrows Baby Dragon Dark Prince Prince P.E.K.K.A
P.E.K.K.A Prince Mega Knight
Prince P.E.K.K.A Mega Knight
Mega Knight Arrows Dark Prince Prince P.E.K.K.A
Arrows Mega Knight Baby Dragon Dark Prince Prince
Arrows Baby Dragon Dark Prince Mother Witch Mega Knight
P.E.K.K.A Prince
Dark Prince Mega Knight Arrows Baby Dragon Prince P.E.K.K.A Mother Witch
P.E.K.K.A Archer Queen

Counters to secondary win conditions

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

Mega Knight Dark Prince Prince P.E.K.K.A
Arrows Baby Dragon Prince Mega Knight
P.E.K.K.A Mega Knight Dark Prince Prince
Dark Prince Prince P.E.K.K.A Mega Knight
P.E.K.K.A Dark Prince Prince Mega Knight
Arrows Mother Witch Baby Dragon
Dark Prince Prince P.E.K.K.A
P.E.K.K.A Mega Knight Dark Prince Prince
P.E.K.K.A Mega Knight Baby Dragon Dark Prince Prince
P.E.K.K.A
P.E.K.K.A Mega Knight Dark Prince Prince
P.E.K.K.A Mega Knight Arrows Dark Prince Prince Archer Queen
Dark Prince Prince P.E.K.K.A Mega Knight
Baby Dragon Mega Knight
Baby Dragon Dark Prince Prince P.E.K.K.A Archer Queen
Arrows Mega Knight Baby Dragon Dark Prince P.E.K.K.A Mother Witch Archer Queen
Arrows

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 Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Dark Prince Prince
Arrows Baby Dragon Dark Prince Mega Knight
Arrows Mother Witch Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Prince
Arrows Dark Prince Prince
Arrows Baby Dragon Archer Queen
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon Prince
Arrows Baby Dragon
Arrows Baby Dragon Mega Knight
Arrows
Arrows Baby Dragon Dark Prince Prince Mega Knight
Arrows Baby Dragon Mother Witch Mega Knight
Baby Dragon Prince Mega Knight
Arrows
Prince
Arrows Baby Dragon
Arrows Mother Witch Baby Dragon Dark Prince Mega Knight
Arrows Baby Dragon
Arrows Baby Dragon Prince Mega Knight
Arrows Baby Dragon
Arrows Baby Dragon Mother Witch
Arrows Mega Knight
Arrows
P.E.K.K.A Prince Mega Knight
Arrows
Dark Prince Prince
Arrows Baby Dragon Archer Queen
Arrows
Baby Dragon Dark Prince Prince Mega Knight
Arrows Baby Dragon
Arrows Archer Queen
Dark Prince Prince P.E.K.K.A Mega Knight Archer Queen
Baby Dragon Archer Queen
Archer Queen
Baby Dragon Dark Prince Prince Mega Knight Archer Queen
Prince P.E.K.K.A
Mega Knight

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