My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Dart Goblin

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 P.E.K.K.A Monk

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 Fireball Rage

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 Dart Goblin 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.

Monk

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
Giant Snowball
Skeletons Barbarians Dart Goblin
Zap
Skeletons Dart Goblin
Barbarian Barrel
Skeletons Barbarians Dart Goblin
The Log
Skeletons Barbarians Dart Goblin
Earthquake
Skeletons Barbarians
Arrows
Skeletons Dart Goblin
Royal Delivery
Skeletons Barbarians Dart Goblin P.E.K.K.A
Fireball
Barbarians Dart Goblin
Poison
Barbarians Dart Goblin
Lightning
Monk
Rocket
Barbarians

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 Rage 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.

Barbarians Dart Goblin Fireball

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.

Skeletons Rage Arrows Dart Goblin Fireball Barbarians Monk P.E.K.K.A

Shortest cycle

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

9 Skeletons Rage Arrows Dart Goblin

Attack Synergies 2 2

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
Arrows
Fireball P.E.K.K.A
Barbarians
Dart Goblin
P.E.K.K.A Monk
Fireball
Arrows
Rage
P.E.K.K.A
Arrows Dart Goblin
Monk
Dart Goblin

Defense Synergies 1 7

Skeletons
Dart Goblin P.E.K.K.A Monk
Arrows
Barbarians Fireball P.E.K.K.A Monk
Barbarians
Arrows
Dart Goblin
Skeletons P.E.K.K.A
Fireball
Arrows
Rage
P.E.K.K.A
Skeletons Arrows Dart Goblin
Monk
Skeletons Arrows

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.

Dart Goblin Fireball
Barbarians P.E.K.K.A Skeletons Dart Goblin Monk
Barbarians P.E.K.K.A Skeletons Dart Goblin
Barbarians P.E.K.K.A Skeletons Dart Goblin Monk
Arrows Barbarians Fireball P.E.K.K.A Monk
Arrows Fireball Skeletons Dart Goblin
Dart Goblin Arrows Fireball
Arrows Barbarians Dart Goblin Fireball P.E.K.K.A Monk
Barbarians P.E.K.K.A Skeletons
Skeletons Barbarians Dart Goblin
Barbarians Dart Goblin Skeletons Arrows Fireball
Arrows Dart Goblin Fireball
Barbarians P.E.K.K.A Skeletons Fireball
Fireball Arrows Barbarians Dart Goblin P.E.K.K.A
Barbarians P.E.K.K.A
Barbarians Monk Fireball P.E.K.K.A
Barbarians Skeletons Arrows Fireball P.E.K.K.A
Arrows Fireball Barbarians Dart Goblin
Arrows Barbarians Dart Goblin Fireball
Barbarians P.E.K.K.A Dart Goblin
Arrows Barbarians Dart Goblin Fireball 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.

Barbarians Skeletons Fireball P.E.K.K.A
Fireball Arrows Monk
Barbarians P.E.K.K.A Skeletons
P.E.K.K.A Barbarians Fireball Monk
Barbarians P.E.K.K.A Skeletons
Arrows Fireball Skeletons Dart Goblin Monk
P.E.K.K.A Skeletons Barbarians Dart Goblin Fireball
P.E.K.K.A Barbarians
P.E.K.K.A Skeletons Barbarians Fireball Monk
P.E.K.K.A Skeletons Barbarians Dart Goblin
P.E.K.K.A Barbarians Dart Goblin
P.E.K.K.A Monk Arrows Barbarians Fireball
Barbarians P.E.K.K.A Skeletons Fireball
Barbarians Dart Goblin Fireball
Barbarians Skeletons Dart Goblin Fireball P.E.K.K.A Monk
Arrows Barbarians Dart Goblin Fireball P.E.K.K.A
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 Dart Goblin Monk
Arrows Fireball Monk Dart Goblin
Arrows Dart Goblin Fireball
Arrows Barbarians Dart Goblin Fireball
Fireball Arrows
Arrows Fireball Dart Goblin Monk
Arrows Dart Goblin
Arrows Fireball Dart Goblin
Arrows Fireball Monk Dart Goblin
Fireball
Monk Arrows Dart Goblin Fireball
Fireball Monk Arrows Dart Goblin
Dart Goblin Fireball
Arrows Dart Goblin Fireball Monk
Arrows Dart Goblin Fireball
Arrows Dart Goblin Fireball
Arrows Dart Goblin Fireball
Monk Arrows Fireball
Arrows Dart Goblin Fireball Monk
Arrows Dart Goblin Fireball Monk
Fireball Monk
Arrows Fireball
Monk
Arrows Barbarians Fireball Monk
Arrows Fireball
Arrows Fireball Dart Goblin Monk
Fireball Arrows Monk
Fireball Arrows Dart Goblin
Arrows Dart Goblin Fireball
Dart Goblin Fireball
Fireball
Arrows Dart Goblin Fireball
Arrows Fireball Monk
P.E.K.K.A
Arrows Fireball Monk
Barbarians Dart Goblin Fireball
Fireball Arrows Dart Goblin Monk
Arrows Fireball
Fireball Dart Goblin
Arrows Dart Goblin Fireball
Monk Arrows Fireball
Dart Goblin P.E.K.K.A
Dart Goblin Fireball
Dart Goblin Fireball
Dart Goblin Fireball Monk
P.E.K.K.A
Fireball Dart Goblin Monk

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