My Best Clash Royale Deck

Deck Check Rating

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

3 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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 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 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 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Baby Dragon

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.

Baby Dragon Balloon Prince P.E.K.K.A Mighty Miner

Offensive cards

Win conditions

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

Hog Rider Balloon

Damage spells

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

Missing

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 Hog Rider Balloon Prince

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.

Mini P.E.K.K.A Hog Rider Baby Dragon Balloon Prince P.E.K.K.A Mighty Miner

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 Hog Rider Balloon Mighty Miner

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
Hog Rider Skeleton Army Balloon Prince Mighty Miner
Giant Snowball
Hog Rider Skeleton Army Baby Dragon Balloon Mighty Miner
Zap
Skeleton Army Balloon Prince Mighty Miner
Barbarian Barrel
Skeleton Army
The Log
Mini P.E.K.K.A Hog Rider Skeleton Army Prince
Earthquake
Hog Rider Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Mini P.E.K.K.A Hog Rider Skeleton Army Baby Dragon Balloon Prince P.E.K.K.A
Fireball
Hog Rider Skeleton Army Baby Dragon Balloon Mighty Miner
Poison
Skeleton Army Balloon
Lightning
Mini P.E.K.K.A Baby Dragon Balloon Prince Mighty Miner
Rocket
Hog Rider Balloon Prince Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon

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 Skeleton Army Baby Dragon Prince P.E.K.K.A Mighty Miner

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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Army Mini P.E.K.K.A Hog Rider Baby Dragon Mighty Miner Balloon Prince P.E.K.K.A

Shortest cycle

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

15 Skeleton Army Mini P.E.K.K.A Hog Rider Baby Dragon

Attack Synergies 0 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.

Mini P.E.K.K.A
Hog Rider Baby Dragon
Hog Rider
Mini P.E.K.K.A Baby Dragon Balloon Prince
Skeleton Army
Baby Dragon
Mini P.E.K.K.A Hog Rider Balloon Prince P.E.K.K.A
Balloon
Hog Rider Baby Dragon
Prince
Hog Rider Baby Dragon
P.E.K.K.A
Baby Dragon
Mighty Miner

Defense Synergies 0 5

Mini P.E.K.K.A
Skeleton Army Baby Dragon
Hog Rider
Skeleton Army
Mini P.E.K.K.A Prince
Baby Dragon
Mini P.E.K.K.A Prince P.E.K.K.A
Balloon
Prince
Skeleton Army Baby Dragon
P.E.K.K.A
Baby Dragon
Mighty Miner

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.

Baby Dragon
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Prince
Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A
Skeleton Army Baby Dragon
Baby Dragon
Baby Dragon P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Mighty Miner Skeleton Army Prince
Skeleton Army Mini P.E.K.K.A Prince
Skeleton Army Baby Dragon
Baby Dragon
Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A
Skeleton Army Mini P.E.K.K.A Baby Dragon Prince P.E.K.K.A
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Prince
Skeleton Army Mini P.E.K.K.A Prince P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A
Skeleton Army Baby Dragon Prince
Baby Dragon
Mini P.E.K.K.A P.E.K.K.A Prince
Skeleton Army Mini P.E.K.K.A Baby Dragon Prince P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A Mighty Miner

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A
Mini P.E.K.K.A Baby Dragon Prince
Skeleton Army P.E.K.K.A Mini P.E.K.K.A Prince
Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A Skeleton Army Prince Mighty Miner
Baby Dragon
Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Mighty Miner Skeleton Army Prince
P.E.K.K.A Mini P.E.K.K.A Skeleton Army Baby Dragon Prince
P.E.K.K.A Skeleton Army
P.E.K.K.A Mini P.E.K.K.A Prince
Skeleton Army P.E.K.K.A Prince
Mini P.E.K.K.A Skeleton Army Prince P.E.K.K.A
Skeleton Army Baby Dragon
Skeleton Army Mini P.E.K.K.A Baby Dragon Prince P.E.K.K.A Mighty Miner
Mini P.E.K.K.A Baby Dragon P.E.K.K.A Mighty Miner

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.)

Baby Dragon
Baby Dragon
Baby Dragon
Prince
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon
Mini P.E.K.K.A Prince
Prince
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Prince
Baby Dragon
Baby Dragon
Mini P.E.K.K.A
Mini P.E.K.K.A Baby Dragon Prince
Baby Dragon
Baby Dragon Prince
Prince
Baby Dragon
Baby Dragon
Baby Dragon
Baby Dragon Prince
Baby Dragon
Baby Dragon
Mini P.E.K.K.A
P.E.K.K.A Mighty Miner Prince
Skeleton Army Prince
Baby Dragon
Mini P.E.K.K.A Baby Dragon Prince
Baby Dragon
Prince P.E.K.K.A
Baby Dragon
Baby Dragon Prince
Prince P.E.K.K.A

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