My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Mega Minion 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.

Archers Knight Mega Minion Musketeer Giant

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Fireball

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 Giant

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 Mini P.E.K.K.A 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
Archers Giant
Giant Snowball
Archers Mega Minion Musketeer
Zap
Archers
Barbarian Barrel
Archers Knight Musketeer
The Log
Archers Mini P.E.K.K.A Musketeer
Earthquake
Archers
Arrows
Archers
Royal Delivery
Archers Knight Mega Minion Mini P.E.K.K.A Musketeer
Fireball
Archers Mega Minion Musketeer
Poison
Archers Mega Minion Musketeer
Lightning
Knight Mega Minion Mini P.E.K.K.A Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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 Mega Minion Mini 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Knight Mega Minion Fireball Mini P.E.K.K.A Musketeer Giant

Shortest cycle

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

12 Archers Arrows Knight Mega Minion

Attack Synergies 8 10

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
Knight Arrows Mini P.E.K.K.A Giant
Arrows
Fireball Giant Archers Knight Mega Minion Mini P.E.K.K.A
Knight
Archers Mega Minion Musketeer Arrows Fireball
Mega Minion
Knight Giant Arrows Fireball
Fireball
Arrows Knight Mega Minion Giant
Mini P.E.K.K.A
Giant Archers Arrows Musketeer
Musketeer
Knight Giant Mini P.E.K.K.A
Giant
Arrows Mega Minion Mini P.E.K.K.A Musketeer Archers Fireball

Defense Synergies 3 12

Archers
Knight Mega Minion Mini P.E.K.K.A
Arrows
Knight Mega Minion Fireball Mini P.E.K.K.A
Knight
Archers Mega Minion Musketeer Arrows Fireball Mini P.E.K.K.A
Mega Minion
Knight Archers Arrows Musketeer
Fireball
Arrows Knight Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A
Archers Arrows Knight Fireball Musketeer
Musketeer
Knight Mega Minion Fireball Mini P.E.K.K.A
Giant

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 Mega Minion Fireball Musketeer
Mini P.E.K.K.A Knight Mega Minion Musketeer
Mini P.E.K.K.A Archers Knight Mega Minion Musketeer
Mini P.E.K.K.A Knight Mega Minion Musketeer
Arrows Fireball Mini P.E.K.K.A
Arrows Fireball Archers Mega Minion Musketeer
Mega Minion Musketeer Archers Arrows Fireball
Arrows Fireball Musketeer
Mini P.E.K.K.A Musketeer
Knight Archers Mini P.E.K.K.A Musketeer
Archers Arrows Knight Mega Minion Fireball Musketeer
Arrows Mega Minion Musketeer Archers Fireball
Mini P.E.K.K.A Knight Fireball Musketeer
Fireball Arrows Mega Minion Mini P.E.K.K.A
Mini P.E.K.K.A Knight
Fireball Mini P.E.K.K.A
Arrows Knight Fireball Mini P.E.K.K.A Musketeer
Arrows Fireball Archers Knight Mega Minion Musketeer
Arrows Archers Knight Mega Minion Fireball Musketeer
Mini P.E.K.K.A Musketeer
Archers Arrows Knight Fireball Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Archers Fireball
Fireball Archers Arrows Knight Mega Minion Mini P.E.K.K.A Musketeer
Knight Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Knight Fireball Musketeer
Knight Mini P.E.K.K.A Musketeer
Arrows Fireball Archers Musketeer
Mini P.E.K.K.A Archers Knight Mega Minion Fireball Musketeer
Mini P.E.K.K.A Knight
Knight Mega Minion Fireball Mini P.E.K.K.A
Mega Minion Musketeer
Knight Mega Minion Mini P.E.K.K.A Musketeer
Arrows Fireball
Mini P.E.K.K.A Knight Fireball
Archers Fireball Musketeer
Archers Knight Mega Minion Fireball Mini P.E.K.K.A Musketeer
Arrows Archers Mega Minion Fireball Mini P.E.K.K.A Musketeer
Arrows 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 Arrows Knight Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Arrows Knight Fireball Musketeer
Fireball Arrows
Arrows Fireball Mega Minion Musketeer
Archers Arrows Musketeer
Arrows Fireball
Arrows Fireball
Fireball Mini P.E.K.K.A Musketeer
Arrows Knight Fireball Musketeer
Fireball Archers Arrows Musketeer
Knight Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Mini P.E.K.K.A
Archers Arrows Mega Minion Fireball Mini P.E.K.K.A Musketeer
Arrows Fireball
Fireball Musketeer
Arrows Fireball
Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Mega Minion
Arrows Fireball Musketeer
Fireball Arrows Musketeer
Fireball Arrows Musketeer
Archers Arrows Fireball Musketeer
Mega Minion Fireball Musketeer
Mega Minion Fireball Mini P.E.K.K.A
Arrows Fireball Musketeer
Arrows Fireball
Arrows Fireball
Archers Fireball Musketeer
Fireball Archers Arrows Mega Minion Musketeer
Arrows Fireball
Fireball Knight Mega Minion Mini P.E.K.K.A Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Mega Minion Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball

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