My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Mediocre

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Skeleton Dragons Musketeer Wizard

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.

Skeleton Dragons Musketeer Wizard 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

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.

Barbarians 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
Guards Skeleton Army
Giant Snowball
Skeleton Dragons Barbarians Musketeer Guards Skeleton Army
Zap
Guards Skeleton Army
Barbarian Barrel
Barbarians Musketeer Wizard Guards Skeleton Army
The Log
Barbarians Musketeer Guards Skeleton Army
Earthquake
Barbarians Guards Skeleton Army
Arrows
Skeleton Dragons Guards Skeleton Army
Royal Delivery
Skeleton Dragons Barbarians Musketeer Wizard Guards Skeleton Army P.E.K.K.A
Fireball
Skeleton Dragons Barbarians Musketeer Wizard Skeleton Army
Poison
Skeleton Dragons Barbarians Musketeer Wizard Guards Skeleton Army
Lightning
Skeleton Dragons Musketeer Wizard
Rocket
Barbarians Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Skeleton Dragons Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Skeleton Dragons Fireball Wizard

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.

Guards Skeleton Army 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 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 Fireball Musketeer Wizard

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.

Guards Skeleton Army Skeleton Dragons Fireball Musketeer Barbarians Wizard P.E.K.K.A

Shortest cycle

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

14 Guards Skeleton Army Skeleton Dragons Fireball

Attack Synergies 0 3

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.

Skeleton Dragons
P.E.K.K.A
Barbarians
Fireball
Musketeer
P.E.K.K.A
Wizard
P.E.K.K.A
Guards
Skeleton Army
P.E.K.K.A
Skeleton Dragons Musketeer Wizard

Defense Synergies 1 14

Skeleton Dragons
Barbarians Fireball Musketeer Guards Skeleton Army P.E.K.K.A
Barbarians
Skeleton Dragons Skeleton Army
Fireball
Skeleton Dragons Musketeer
Musketeer
Guards Skeleton Dragons Fireball Skeleton Army P.E.K.K.A
Wizard
Guards Skeleton Army P.E.K.K.A
Guards
Musketeer Skeleton Dragons Wizard Skeleton Army
Skeleton Army
Skeleton Dragons Barbarians Musketeer Wizard Guards
P.E.K.K.A
Skeleton Dragons Musketeer Wizard

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.

Skeleton Dragons Fireball Musketeer Wizard
Barbarians Skeleton Army P.E.K.K.A Skeleton Dragons Musketeer
Barbarians Skeleton Army P.E.K.K.A Skeleton Dragons Musketeer
Barbarians Skeleton Army P.E.K.K.A Skeleton Dragons Musketeer Guards
Barbarians Fireball Skeleton Army P.E.K.K.A
Fireball Skeleton Army Skeleton Dragons Musketeer Guards
Skeleton Dragons Musketeer Fireball Wizard
Skeleton Dragons Barbarians Fireball Musketeer P.E.K.K.A
Barbarians P.E.K.K.A Musketeer Skeleton Army
Guards Skeleton Army Barbarians Musketeer
Skeleton Dragons Barbarians Guards Skeleton Army Fireball Musketeer Wizard
Skeleton Dragons Musketeer Fireball Wizard
Barbarians Skeleton Army P.E.K.K.A Skeleton Dragons Fireball Musketeer Wizard Guards
Fireball Wizard Skeleton Army Skeleton Dragons Barbarians Guards P.E.K.K.A
Barbarians Skeleton Army P.E.K.K.A
Barbarians Skeleton Army Fireball P.E.K.K.A
Barbarians Wizard Skeleton Dragons Fireball Musketeer Skeleton Army P.E.K.K.A
Fireball Skeleton Dragons Barbarians Musketeer Wizard Guards Skeleton Army
Wizard Skeleton Dragons Barbarians Fireball Musketeer Guards
Barbarians P.E.K.K.A Musketeer
Skeleton Dragons Wizard Skeleton Army Barbarians Fireball Musketeer Guards P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Guards Skeleton Army Fireball P.E.K.K.A
Fireball Skeleton Dragons Musketeer Wizard
Barbarians Guards Skeleton Army P.E.K.K.A Musketeer
Guards Skeleton Army P.E.K.K.A Barbarians Fireball Musketeer
Barbarians P.E.K.K.A Musketeer Guards Skeleton Army
Skeleton Dragons Fireball Wizard Musketeer
Guards Skeleton Army P.E.K.K.A Barbarians Fireball Musketeer
P.E.K.K.A Barbarians Skeleton Army
P.E.K.K.A Skeleton Dragons Barbarians Fireball Skeleton Army
P.E.K.K.A Skeleton Dragons Barbarians Musketeer Guards Skeleton Army
P.E.K.K.A Barbarians Musketeer Guards
Skeleton Army P.E.K.K.A Barbarians Fireball Guards
Barbarians Skeleton Army P.E.K.K.A Fireball Wizard Guards
Wizard Skeleton Dragons Barbarians Fireball Musketeer Skeleton Army
Barbarians Guards Skeleton Army Skeleton Dragons Fireball Musketeer P.E.K.K.A
Skeleton Dragons Barbarians Fireball Musketeer Wizard P.E.K.K.A

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 Skeleton Dragons Musketeer Guards
Fireball Skeleton Dragons Musketeer
Skeleton Dragons Fireball
Skeleton Dragons Barbarians Fireball Musketeer Guards
Fireball Wizard Skeleton Dragons
Skeleton Dragons Fireball Wizard Musketeer
Skeleton Dragons Musketeer Wizard
Fireball Skeleton Dragons Wizard
Fireball Skeleton Dragons Wizard
Fireball Musketeer Guards
Skeleton Dragons Fireball Musketeer Wizard
Fireball Skeleton Dragons Musketeer Wizard
Skeleton Dragons Fireball Musketeer
Skeleton Dragons Fireball Musketeer
Skeleton Dragons Fireball Musketeer
Skeleton Dragons Fireball Musketeer Wizard
Skeleton Dragons Fireball Musketeer Wizard
Fireball
Skeleton Dragons
Skeleton Dragons Fireball Musketeer Wizard
Skeleton Dragons Fireball Wizard
Skeleton Dragons Fireball Musketeer
Skeleton Dragons Fireball Wizard
Musketeer
Skeleton Dragons Barbarians Fireball Musketeer
Skeleton Dragons Fireball Wizard
Fireball Skeleton Dragons Musketeer Wizard
Fireball Skeleton Dragons Musketeer Wizard
Fireball Skeleton Dragons Musketeer
Skeleton Dragons Fireball Musketeer Wizard
Skeleton Dragons Fireball Musketeer Wizard Guards
Fireball
Skeleton Dragons Fireball Musketeer Wizard
Skeleton Dragons Fireball
P.E.K.K.A
Fireball Wizard
Barbarians Fireball Musketeer Guards Skeleton Army
Fireball Skeleton Dragons Musketeer Wizard
Fireball
Fireball Skeleton Dragons Musketeer Wizard
Skeleton Dragons Fireball Musketeer Wizard
Fireball
Skeleton Dragons Musketeer P.E.K.K.A
Skeleton Dragons Fireball Musketeer Guards
Skeleton Dragons Fireball Musketeer
Fireball Musketeer

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