My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon Witch

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 Knight Baby Dragon Witch P.E.K.K.A

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.

Fireball The Log

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Baby Dragon 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
Skeletons
Giant Snowball
Skeletons Cannon Baby Dragon Witch
Zap
Skeletons Cannon Witch
Barbarian Barrel
Skeletons Knight Cannon Witch
The Log
Skeletons Cannon Witch
Earthquake
Skeletons Cannon Witch
Arrows
Skeletons Witch
Royal Delivery
Skeletons Knight Baby Dragon Witch P.E.K.K.A
Fireball
Cannon Baby Dragon Witch
Poison
Cannon Witch
Lightning
Knight Cannon Baby Dragon Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon The Log

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.

Knight Baby Dragon P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Fireball Witch

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.

Skeletons The Log Knight Cannon Fireball Baby Dragon Witch P.E.K.K.A

Shortest cycle

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

9 Skeletons The Log Knight Cannon

Attack Synergies 1 9

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
Knight
Baby Dragon Fireball Witch The Log
Cannon
Fireball
Knight Baby Dragon The Log
Baby Dragon
Knight Fireball Witch P.E.K.K.A
Witch
Knight Baby Dragon P.E.K.K.A
P.E.K.K.A
Baby Dragon Witch The Log
The Log
Knight Fireball P.E.K.K.A

Defense Synergies 5 16

Skeletons
Cannon Knight Baby Dragon Witch P.E.K.K.A The Log
Knight
Cannon Skeletons Fireball Baby Dragon Witch The Log
Cannon
Skeletons Knight The Log Fireball Baby Dragon Witch
Fireball
The Log Knight Cannon
Baby Dragon
Skeletons Knight Cannon Witch P.E.K.K.A The Log
Witch
Skeletons Knight Cannon Baby Dragon The Log
P.E.K.K.A
The Log Skeletons Baby Dragon
The Log
Cannon Fireball P.E.K.K.A Skeletons Knight Baby Dragon Witch

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.

Knight Cannon Fireball Baby Dragon The Log
P.E.K.K.A Skeletons Knight Cannon Witch The Log
Cannon Witch P.E.K.K.A Skeletons Knight
Cannon Witch P.E.K.K.A Skeletons Knight
Fireball P.E.K.K.A The Log
Fireball The Log Skeletons Cannon Baby Dragon
Cannon Fireball Baby Dragon Witch
Cannon Fireball Baby Dragon P.E.K.K.A The Log
Cannon Witch P.E.K.K.A Skeletons
Knight Skeletons Cannon
Witch Skeletons Knight Cannon Fireball Baby Dragon The Log
Fireball Baby Dragon Witch
Cannon P.E.K.K.A Skeletons Knight Fireball Witch The Log
Fireball Cannon Baby Dragon Witch P.E.K.K.A The Log
P.E.K.K.A Knight Cannon
Cannon Fireball P.E.K.K.A The Log
Skeletons Knight Cannon Fireball Witch P.E.K.K.A
Cannon Fireball Knight Baby Dragon Witch The Log
Baby Dragon Witch The Log Knight Cannon Fireball
P.E.K.K.A Cannon
Knight Cannon Fireball Baby Dragon Witch P.E.K.K.A The Log
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Knight Skeletons Fireball Witch P.E.K.K.A
Fireball Knight Baby Dragon The Log
P.E.K.K.A Skeletons Knight Witch The Log
P.E.K.K.A Knight Fireball The Log
P.E.K.K.A Skeletons Knight Cannon Witch
Fireball Skeletons Baby Dragon Witch
P.E.K.K.A Skeletons Knight Fireball Witch
P.E.K.K.A Knight
P.E.K.K.A Skeletons Knight Fireball Baby Dragon Witch The Log
Witch P.E.K.K.A Skeletons Cannon
P.E.K.K.A Knight Witch
P.E.K.K.A Fireball The Log
P.E.K.K.A Skeletons Knight Cannon Fireball Witch
Cannon Fireball Baby Dragon Witch
Witch Skeletons Knight Fireball Baby Dragon P.E.K.K.A The Log
Cannon Fireball Baby Dragon Witch P.E.K.K.A The Log
Cannon Fireball

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.)

Fireball Knight Baby Dragon The Log
Fireball Baby Dragon The Log
Fireball Baby Dragon The Log
Knight Fireball The Log
Fireball Baby Dragon The Log
Fireball Baby Dragon Witch
Baby Dragon Witch The Log
Fireball The Log Baby Dragon
Fireball The Log
Fireball
Knight Fireball The Log
Fireball Baby Dragon
Knight Fireball Baby Dragon The Log
Fireball Baby Dragon
Fireball Baby Dragon The Log
Fireball Baby Dragon Witch The Log
Fireball Baby Dragon The Log
Fireball
Fireball Baby Dragon The Log
Fireball Baby Dragon Witch The Log
Fireball Baby Dragon The Log
Fireball
The Log
Fireball Baby Dragon The Log
The Log Fireball Baby Dragon Witch
Witch
Fireball The Log Baby Dragon Witch
Fireball Baby Dragon Witch The Log
Fireball Baby Dragon The Log
Fireball Baby Dragon Witch
Fireball Witch
Fireball
Fireball The Log
Fireball
P.E.K.K.A
Fireball The Log
Fireball Witch
Fireball Baby Dragon Witch
The Log Fireball
Fireball Knight Baby Dragon
The Log Fireball Baby Dragon
Fireball
P.E.K.K.A
Fireball Baby Dragon Witch The Log
Fireball Witch
Fireball Baby Dragon Witch The Log
P.E.K.K.A
Fireball

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