My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
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 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

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 Skeleton Dragons Royal Giant Rune Giant

Offensive cards

Win conditions

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

Royal Giant Rune 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.

Royal Giant Mini P.E.K.K.A

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.

Royal Giant Mini P.E.K.K.A Rune 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
Skeletons Royal Giant
Giant Snowball
Skeletons Skeleton Dragons
Zap
Skeletons Royal Giant
Barbarian Barrel
Skeletons
The Log
Skeletons Royal Giant Mini P.E.K.K.A
Earthquake
Skeletons
Arrows
Skeletons Skeleton Dragons
Royal Delivery
Skeletons Skeleton Dragons Mini P.E.K.K.A
Fireball
Skeleton Dragons
Poison
Skeleton Dragons
Lightning
Skeleton Dragons Mini P.E.K.K.A
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Skeleton Dragons Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Skeleton Dragons 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 Mini P.E.K.K.A Rune Giant

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.

Royal Giant 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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Berserker Arrows Skeleton Dragons Fireball Mini P.E.K.K.A Rune Giant Royal Giant

Shortest cycle

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

10 Skeletons Berserker Arrows Skeleton Dragons

Attack Synergies 4 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.

Skeletons
Berserker
Rune Giant
Arrows
Royal Giant Fireball Mini P.E.K.K.A
Skeleton Dragons
Royal Giant Mini P.E.K.K.A
Royal Giant
Arrows Fireball Skeleton Dragons
Fireball
Arrows Royal Giant
Mini P.E.K.K.A
Arrows Skeleton Dragons
Rune Giant
Berserker

Defense Synergies 0 7

Skeletons
Skeleton Dragons Mini P.E.K.K.A
Berserker
Arrows
Fireball Mini P.E.K.K.A
Skeleton Dragons
Skeletons Fireball Mini P.E.K.K.A
Royal Giant
Fireball
Arrows Skeleton Dragons Mini P.E.K.K.A
Mini P.E.K.K.A
Skeletons Arrows Skeleton Dragons Fireball
Rune 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.

Skeleton Dragons Fireball
Mini P.E.K.K.A Skeletons Skeleton Dragons
Mini P.E.K.K.A Skeletons Skeleton Dragons
Mini P.E.K.K.A Skeletons Skeleton Dragons
Arrows Fireball Mini P.E.K.K.A
Arrows Fireball Skeletons Skeleton Dragons
Skeleton Dragons Arrows Fireball
Arrows Skeleton Dragons Fireball
Mini P.E.K.K.A Skeletons
Skeletons Mini P.E.K.K.A
Berserker Skeleton Dragons Skeletons Arrows Fireball
Arrows Skeleton Dragons Fireball
Mini P.E.K.K.A Skeletons Skeleton Dragons Fireball
Fireball Arrows Skeleton Dragons Mini P.E.K.K.A
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A
Skeletons Arrows Skeleton Dragons Fireball Mini P.E.K.K.A
Arrows Fireball Skeleton Dragons
Arrows Skeleton Dragons Fireball
Mini P.E.K.K.A
Skeleton Dragons Arrows Fireball Mini P.E.K.K.A
Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeletons Fireball
Fireball Arrows Skeleton Dragons Mini P.E.K.K.A
Skeletons Mini P.E.K.K.A
Mini P.E.K.K.A Fireball
Skeletons Mini P.E.K.K.A
Arrows Skeleton Dragons Fireball Skeletons
Mini P.E.K.K.A Skeletons Fireball
Mini P.E.K.K.A
Skeletons Skeleton Dragons Fireball Mini P.E.K.K.A
Skeletons Skeleton Dragons
Mini P.E.K.K.A
Arrows Fireball
Mini P.E.K.K.A Skeletons Fireball
Skeleton Dragons Fireball
Skeletons Skeleton Dragons Fireball Mini P.E.K.K.A
Arrows Skeleton Dragons Fireball Mini 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 Skeleton Dragons
Arrows Fireball Skeleton Dragons
Arrows Skeleton Dragons Fireball
Arrows Skeleton Dragons Fireball
Fireball Arrows Skeleton Dragons
Arrows Skeleton Dragons Fireball
Arrows Skeleton Dragons
Arrows Fireball Skeleton Dragons
Arrows Fireball Skeleton Dragons
Fireball Mini P.E.K.K.A
Arrows Skeleton Dragons Fireball
Fireball Arrows Skeleton Dragons
Skeleton Dragons Fireball
Arrows Skeleton Dragons Fireball
Arrows Skeleton Dragons Fireball
Arrows Skeleton Dragons Fireball
Arrows Skeleton Dragons Fireball
Arrows Fireball
Skeleton Dragons Mini P.E.K.K.A
Arrows Skeleton Dragons Fireball Mini P.E.K.K.A
Arrows Skeleton Dragons Fireball
Skeleton Dragons Fireball
Arrows Skeleton Dragons Fireball
Arrows Skeleton Dragons Fireball
Arrows Skeleton Dragons Fireball
Arrows Fireball Skeleton Dragons
Fireball Arrows Skeleton Dragons
Fireball Arrows Skeleton Dragons
Arrows Skeleton Dragons Fireball
Skeleton Dragons Fireball
Fireball Mini P.E.K.K.A
Arrows Skeleton Dragons Fireball
Arrows Skeleton Dragons Fireball
Arrows Fireball
Fireball
Fireball Arrows Skeleton Dragons
Arrows Fireball
Fireball Skeleton Dragons Mini P.E.K.K.A
Arrows Skeleton Dragons Fireball
Arrows Fireball
Skeleton Dragons
Skeleton Dragons Fireball
Skeleton Dragons Fireball
Fireball
Fireball Skeleton Dragons

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