My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Good
F2P score
Great!

1 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

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

Musketeer

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.

Bomber Musketeer Battle Ram Giant

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Battle Ram Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap

Punishments

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

Mini P.E.K.K.A Battle Ram Giant

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.

Barbarians Mini P.E.K.K.A Battle Ram Giant

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.

Mini 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
Bomber Battle Ram Giant Skeleton Army
Giant Snowball
Bomber Barbarians Musketeer Battle Ram Skeleton Army
Zap
Bomber Battle Ram Skeleton Army
Barbarian Barrel
Bomber Barbarians Musketeer Battle Ram Skeleton Army
The Log
Bomber Barbarians Mini P.E.K.K.A Musketeer Battle Ram Skeleton Army
Earthquake
Bomber Barbarians Skeleton Army
Arrows
Bomber Skeleton Army
Royal Delivery
Bomber Barbarians Mini P.E.K.K.A Musketeer Battle Ram Skeleton Army
Fireball
Bomber Barbarians Musketeer Battle Ram Skeleton Army
Poison
Bomber Barbarians Musketeer Skeleton Army
Lightning
Mini P.E.K.K.A Musketeer Battle Ram
Rocket
Barbarians Musketeer

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap

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.

Mini P.E.K.K.A Battle Ram Skeleton Army

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.

Skeleton Army

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.

Barbarians 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Skeleton Army Mini P.E.K.K.A Musketeer Battle Ram Barbarians Giant

Shortest cycle

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

11 Bomber Zap Skeleton Army Mini P.E.K.K.A

Attack Synergies 5 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.

Bomber
Giant Zap Mini P.E.K.K.A Battle Ram
Zap
Battle Ram Giant Bomber Mini P.E.K.K.A Musketeer
Barbarians
Mini P.E.K.K.A
Giant Bomber Zap Musketeer
Musketeer
Giant Zap Mini P.E.K.K.A Battle Ram
Battle Ram
Zap Bomber Musketeer
Giant
Bomber Zap Mini P.E.K.K.A Musketeer
Skeleton Army

Defense Synergies 1 9

Bomber
Zap Mini P.E.K.K.A
Zap
Mini P.E.K.K.A Bomber Barbarians Musketeer Skeleton Army
Barbarians
Zap Skeleton Army
Mini P.E.K.K.A
Zap Bomber Musketeer Skeleton Army
Musketeer
Zap Mini P.E.K.K.A Skeleton Army
Battle Ram
Giant
Skeleton Army
Zap Barbarians Mini P.E.K.K.A Musketeer

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.

Bomber Zap Musketeer
Barbarians Mini P.E.K.K.A Skeleton Army Zap Musketeer
Barbarians Mini P.E.K.K.A Skeleton Army Bomber Musketeer
Barbarians Mini P.E.K.K.A Skeleton Army Musketeer
Bomber Barbarians Mini P.E.K.K.A Skeleton Army
Skeleton Army Bomber Zap Musketeer
Musketeer Zap
Zap Barbarians Musketeer
Barbarians Mini P.E.K.K.A Musketeer Skeleton Army
Skeleton Army Bomber Barbarians Mini P.E.K.K.A Musketeer
Barbarians Skeleton Army Bomber Zap Musketeer
Musketeer Zap
Barbarians Mini P.E.K.K.A Skeleton Army Bomber Zap Musketeer
Bomber Skeleton Army Zap Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Skeleton Army
Barbarians Skeleton Army Zap Mini P.E.K.K.A
Barbarians Bomber Mini P.E.K.K.A Musketeer Skeleton Army
Bomber Zap Barbarians Musketeer Skeleton Army
Zap Bomber Barbarians Musketeer
Barbarians Mini P.E.K.K.A Musketeer
Bomber Skeleton Army Barbarians Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Skeleton Army

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Skeleton Army Zap
Bomber Zap Mini P.E.K.K.A Musketeer
Barbarians Skeleton Army Zap Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Skeleton Army Zap Barbarians Musketeer
Barbarians Mini P.E.K.K.A Musketeer Skeleton Army
Zap Musketeer
Mini P.E.K.K.A Skeleton Army Barbarians Musketeer
Mini P.E.K.K.A Barbarians Skeleton Army
Zap Barbarians Mini P.E.K.K.A Skeleton Army
Barbarians Musketeer Skeleton Army
Barbarians Mini P.E.K.K.A Musketeer
Skeleton Army Zap Barbarians
Barbarians Mini P.E.K.K.A Skeleton Army
Bomber Barbarians Musketeer Skeleton Army
Barbarians Skeleton Army Bomber Zap Mini P.E.K.K.A Musketeer
Bomber Zap Barbarians Mini P.E.K.K.A Musketeer
Bomber Zap

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.)

Musketeer
Zap Musketeer
Barbarians Musketeer
Bomber Zap
Zap Musketeer
Bomber Musketeer
Zap
Zap
Mini P.E.K.K.A Musketeer
Zap Musketeer
Zap Musketeer
Musketeer
Musketeer
Zap Musketeer
Bomber Zap Musketeer
Musketeer
Bomber Mini P.E.K.K.A
Bomber Zap Mini P.E.K.K.A Musketeer
Bomber Zap
Musketeer
Musketeer
Zap Barbarians Musketeer
Zap Bomber
Zap Musketeer
Zap Musketeer
Zap Musketeer
Zap Musketeer
Zap Musketeer
Mini P.E.K.K.A
Bomber Zap Musketeer
Zap
Zap Barbarians Musketeer Skeleton Army
Zap Musketeer
Mini P.E.K.K.A Musketeer
Bomber Zap Musketeer
Zap
Musketeer
Zap Musketeer
Zap Musketeer
Zap Musketeer

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