My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Minions Musketeer Zappies

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 Musketeer Zappies P.E.K.K.A Goblinstein

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.

Poison

Pump responses

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

Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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
Archers Minions Guards
Giant Snowball
Archers Minions Musketeer Zappies Guards
Zap
Archers Minions Zappies Guards
Barbarian Barrel
Archers Musketeer Zappies Guards
The Log
Archers Musketeer Zappies Guards
Earthquake
Archers Zappies Guards
Arrows
Archers Minions Zappies Guards
Royal Delivery
Archers Minions Musketeer Zappies Guards P.E.K.K.A
Fireball
Archers Minions Musketeer Zappies
Poison
Archers Minions Musketeer Zappies Guards
Lightning
Musketeer Goblinstein
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Poison

Against ground swarms

Spells and units that can counter ground swarms.

Poison

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.

Guards Poison 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.

Minions Musketeer

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.

Archers Minions Guards Musketeer Zappies Poison Goblinstein P.E.K.K.A

Shortest cycle

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

13 Archers Minions Guards Musketeer

Attack Synergies 1 4

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
P.E.K.K.A
Minions
P.E.K.K.A
Musketeer
P.E.K.K.A
Zappies
P.E.K.K.A
Guards
Poison
P.E.K.K.A
P.E.K.K.A
Poison Archers Minions Musketeer Zappies
Goblinstein

Defense Synergies 1 11

Archers
Minions Guards P.E.K.K.A
Minions
Archers Musketeer Zappies P.E.K.K.A
Musketeer
Guards Minions Zappies P.E.K.K.A
Zappies
Minions Musketeer Guards P.E.K.K.A
Guards
Musketeer Archers Zappies Poison
Poison
Guards
P.E.K.K.A
Archers Minions Musketeer Zappies
Goblinstein

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.

Minions Musketeer Zappies
P.E.K.K.A Minions Musketeer Zappies
P.E.K.K.A Archers Minions Musketeer Zappies
P.E.K.K.A Minions Musketeer Zappies Guards
Poison P.E.K.K.A
Archers Minions Musketeer Zappies Guards
Minions Musketeer Archers Zappies Poison
Musketeer Poison P.E.K.K.A
Zappies P.E.K.K.A Minions Musketeer
Guards Archers Musketeer Zappies
Archers Minions Guards Poison Musketeer Zappies
Minions Musketeer Archers Zappies Poison
P.E.K.K.A Minions Musketeer Zappies Guards
Minions Zappies Guards Poison P.E.K.K.A
P.E.K.K.A Zappies
Zappies P.E.K.K.A
Minions Musketeer Zappies Poison P.E.K.K.A
Archers Minions Musketeer Zappies Guards
Poison Archers Minions Musketeer Zappies Guards
P.E.K.K.A Musketeer Zappies
Archers Minions Musketeer Zappies Guards Poison P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Guards Archers Zappies P.E.K.K.A
Poison Archers Musketeer
Zappies Guards P.E.K.K.A Minions Musketeer
Guards P.E.K.K.A Musketeer Zappies
P.E.K.K.A Musketeer Zappies Guards
Poison Archers Minions Musketeer Zappies
Guards P.E.K.K.A Archers Minions Musketeer Zappies
P.E.K.K.A Zappies
P.E.K.K.A Minions Zappies Poison
P.E.K.K.A Musketeer Zappies Guards
P.E.K.K.A Minions Musketeer Zappies Guards
P.E.K.K.A Guards Poison
P.E.K.K.A Zappies Guards
Archers Musketeer Zappies
Zappies Guards Archers Minions Musketeer Poison P.E.K.K.A
Minions Poison Archers Musketeer Zappies 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.)

Poison Musketeer Guards
Poison Musketeer
Poison
Musketeer Guards Poison
Poison
Poison Minions Musketeer
Archers Musketeer Poison
Poison
Poison
Minions Musketeer Guards Poison
Poison Musketeer
Poison Archers Musketeer
Poison Musketeer
Minions Musketeer Poison
Musketeer Poison
Musketeer Poison
Musketeer Poison
Poison
Minions
Archers Musketeer Poison
Poison
Minions Musketeer Poison
Poison
Musketeer
Musketeer Poison
Poison
Poison Musketeer
Musketeer Poison
Poison Musketeer
Poison Archers Musketeer
Minions Musketeer Zappies Guards Poison
Poison Musketeer
Zappies Poison
P.E.K.K.A
Poison
Archers Minions Musketeer Zappies Guards
Poison Archers Musketeer Zappies
Poison Musketeer
Musketeer Poison
Poison
Musketeer P.E.K.K.A
Minions Musketeer Zappies Guards Poison
Musketeer Zappies Poison
Poison Musketeer
P.E.K.K.A

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