My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker 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.

Firecracker Musketeer P.E.K.K.A Goblinstein

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Arrows Rage

Punishments

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

Royal Hogs

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.

Royal Hogs 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 Royal Hogs

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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 Rage Guards 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.

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.

Rage Arrows Firecracker Guards Musketeer Royal Hogs Goblinstein P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Firecracker Guards

Attack Synergies 2 5

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.

Arrows
Royal Hogs P.E.K.K.A
Firecracker
Royal Hogs P.E.K.K.A
Musketeer
Royal Hogs P.E.K.K.A
Royal Hogs
Arrows Firecracker Musketeer Guards
Rage
Guards
Royal Hogs
P.E.K.K.A
Arrows Firecracker Musketeer
Goblinstein

Defense Synergies 1 5

Arrows
P.E.K.K.A
Firecracker
Musketeer Guards P.E.K.K.A
Musketeer
Guards Firecracker P.E.K.K.A
Royal Hogs
Rage
Guards
Musketeer Firecracker
P.E.K.K.A
Arrows Firecracker Musketeer
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.

Firecracker Musketeer
P.E.K.K.A Firecracker Musketeer
P.E.K.K.A Musketeer
P.E.K.K.A Firecracker Musketeer Guards
Arrows Firecracker P.E.K.K.A
Arrows Firecracker Musketeer Guards
Musketeer Arrows Firecracker
Arrows Musketeer P.E.K.K.A
P.E.K.K.A Musketeer
Guards Firecracker Musketeer
Guards Arrows Firecracker Musketeer
Arrows Musketeer Firecracker
P.E.K.K.A Musketeer Guards
Arrows Firecracker Guards P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
Arrows Firecracker Musketeer P.E.K.K.A
Arrows Firecracker Musketeer Guards
Arrows Firecracker Musketeer Guards
P.E.K.K.A Musketeer
Arrows Firecracker Musketeer Guards 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 P.E.K.K.A
Arrows Firecracker Musketeer
Guards P.E.K.K.A Musketeer
Guards P.E.K.K.A Musketeer
P.E.K.K.A Musketeer Guards
Arrows Firecracker Musketeer
Guards P.E.K.K.A Musketeer
P.E.K.K.A
P.E.K.K.A Firecracker
P.E.K.K.A Musketeer Guards
P.E.K.K.A Musketeer Guards
P.E.K.K.A Arrows Guards
P.E.K.K.A Guards
Firecracker Musketeer
Guards Firecracker Musketeer P.E.K.K.A
Arrows Firecracker Musketeer P.E.K.K.A
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 Firecracker Musketeer Guards
Arrows Firecracker Musketeer
Arrows
Arrows Firecracker Musketeer Guards
Arrows Firecracker
Arrows Firecracker Musketeer
Arrows Firecracker Musketeer
Arrows Firecracker
Arrows Firecracker
Musketeer Guards
Firecracker Arrows Musketeer
Arrows Firecracker Musketeer
Firecracker Musketeer
Arrows Firecracker Musketeer
Arrows Firecracker Musketeer
Arrows Firecracker Musketeer
Arrows Firecracker Musketeer
Arrows
Arrows Firecracker Musketeer
Arrows Firecracker
Musketeer
Arrows
Musketeer
Arrows Musketeer
Arrows Firecracker
Arrows Firecracker Musketeer
Arrows Musketeer
Arrows Firecracker Musketeer
Arrows Firecracker Musketeer
Firecracker Musketeer Guards
Arrows Musketeer
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Musketeer Guards
Arrows Firecracker Musketeer
Arrows
Firecracker Musketeer
Arrows Firecracker Musketeer
Arrows
Firecracker Musketeer P.E.K.K.A
Firecracker Musketeer Guards
Firecracker Musketeer
Firecracker Musketeer
P.E.K.K.A
Firecracker

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