My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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 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.

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.

Skeletons Bomber Archers Knight Firecracker 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.

Arrows The Log

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.

Knight 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
Skeletons Bomber Archers
Giant Snowball
Skeletons Bomber Archers
Zap
Skeletons Bomber Archers Firecracker
Barbarian Barrel
Skeletons Bomber Archers Knight Firecracker
The Log
Skeletons Bomber Archers Firecracker
Earthquake
Skeletons Bomber Archers Firecracker
Arrows
Skeletons Bomber Archers Firecracker
Royal Delivery
Skeletons Bomber Archers Knight Firecracker P.E.K.K.A
Fireball
Bomber Archers Firecracker
Poison
Bomber Archers Firecracker
Lightning
Knight
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Firecracker 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.

Arrows Knight P.E.K.K.A

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bomber The Log Archers Arrows Knight Firecracker P.E.K.K.A

Shortest cycle

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

8 Skeletons Bomber The Log Archers

Attack Synergies 3 8

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
Bomber
Knight P.E.K.K.A
Archers
Knight Arrows P.E.K.K.A
Arrows
P.E.K.K.A Archers Knight
Knight
Archers Firecracker Bomber Arrows The Log
Firecracker
Knight P.E.K.K.A
P.E.K.K.A
Arrows Bomber Archers Firecracker The Log
The Log
Knight P.E.K.K.A

Defense Synergies 5 15

Skeletons
Bomber Archers Knight Firecracker P.E.K.K.A The Log
Bomber
Knight Skeletons P.E.K.K.A The Log
Archers
Knight Skeletons Firecracker P.E.K.K.A The Log
Arrows
Knight P.E.K.K.A
Knight
Bomber Archers Firecracker Skeletons Arrows The Log
Firecracker
Knight The Log Skeletons Archers P.E.K.K.A
P.E.K.K.A
The Log Skeletons Bomber Archers Arrows Firecracker
The Log
Firecracker P.E.K.K.A Skeletons Bomber Archers Knight

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 Knight Firecracker The Log
P.E.K.K.A Skeletons Knight Firecracker The Log
P.E.K.K.A Skeletons Bomber Archers Knight
P.E.K.K.A Skeletons Knight Firecracker
Bomber Arrows Firecracker P.E.K.K.A The Log
Arrows The Log Skeletons Bomber Archers Firecracker
Archers Arrows Firecracker
Arrows P.E.K.K.A The Log
P.E.K.K.A Skeletons
Knight Skeletons Bomber Archers Firecracker
Archers Skeletons Bomber Arrows Knight Firecracker The Log
Arrows Archers Firecracker
P.E.K.K.A Skeletons Bomber Knight The Log
Bomber Arrows Firecracker P.E.K.K.A The Log
P.E.K.K.A Knight
P.E.K.K.A The Log
Skeletons Bomber Arrows Knight Firecracker P.E.K.K.A
Arrows Bomber Archers Knight Firecracker The Log
Arrows The Log Bomber Archers Knight Firecracker
P.E.K.K.A
Bomber Archers Arrows Knight Firecracker 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.

Knight Skeletons Archers P.E.K.K.A
Bomber Archers Arrows Knight Firecracker The Log
P.E.K.K.A Skeletons Knight The Log
P.E.K.K.A Knight The Log
P.E.K.K.A Skeletons Knight
Arrows Firecracker Skeletons Archers
P.E.K.K.A Skeletons Archers Knight
P.E.K.K.A Knight
P.E.K.K.A Skeletons Knight Firecracker The Log
P.E.K.K.A Skeletons
P.E.K.K.A Knight
P.E.K.K.A Arrows The Log
P.E.K.K.A Skeletons Knight
Bomber Archers Firecracker
Skeletons Bomber Archers Knight Firecracker P.E.K.K.A The Log
Arrows Bomber Archers Firecracker P.E.K.K.A The Log
Bomber 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 Knight Firecracker The Log
Arrows Firecracker The Log
Arrows The Log
Arrows Knight Firecracker The Log
Bomber Arrows Firecracker The Log
Arrows Firecracker
Bomber Archers Arrows Firecracker The Log
Arrows The Log Firecracker
Arrows The Log Firecracker
Firecracker Arrows Knight The Log
Archers Arrows Firecracker
Knight Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Bomber Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows
Bomber
Bomber Archers Arrows Firecracker The Log
Bomber Arrows Firecracker The Log
The Log
Arrows
The Log
Arrows The Log
Arrows Firecracker The Log Bomber
Arrows Firecracker The Log
Arrows The Log
Arrows Firecracker The Log
Archers Arrows Firecracker
Firecracker
Bomber Arrows The Log
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker The Log
Archers
Archers Arrows Firecracker
Arrows The Log
Knight Firecracker
Arrows The Log Bomber Firecracker
Arrows
Firecracker P.E.K.K.A
Firecracker The Log
Firecracker
Firecracker The Log
P.E.K.K.A
Firecracker

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