My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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.

Minions Musketeer Wizard 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.

Skeletons Musketeer Wizard Baby Dragon Rune Giant

Offensive cards

Win conditions

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

Rune Giant

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

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 Baby Dragon 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 Minions
Giant Snowball
Skeletons Minions Musketeer Baby Dragon
Zap
Skeletons Minions
Barbarian Barrel
Skeletons Musketeer Wizard
The Log
Skeletons Mini P.E.K.K.A Musketeer
Earthquake
Skeletons
Arrows
Skeletons Minions
Royal Delivery
Skeletons Minions Mini P.E.K.K.A Musketeer Wizard Baby Dragon
Fireball
Minions Musketeer Wizard Baby Dragon
Poison
Minions Musketeer Wizard
Lightning
Mini P.E.K.K.A Musketeer Wizard Baby Dragon
Rocket
Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon

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.

Mini P.E.K.K.A Baby Dragon Rune Giant

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.

Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Berserker Minions Mini P.E.K.K.A Musketeer Baby Dragon Rune Giant Wizard

Shortest cycle

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

10 Skeletons Berserker Minions Mini P.E.K.K.A

Attack Synergies 1 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.

Skeletons
Berserker
Rune Giant
Minions
Mini P.E.K.K.A Baby Dragon Rune Giant
Mini P.E.K.K.A
Minions Musketeer Wizard Baby Dragon
Musketeer
Mini P.E.K.K.A Baby Dragon Rune Giant
Wizard
Mini P.E.K.K.A
Baby Dragon
Minions Mini P.E.K.K.A Musketeer
Rune Giant
Berserker Minions Musketeer

Defense Synergies 1 10

Skeletons
Musketeer Minions Mini P.E.K.K.A Wizard Baby Dragon
Berserker
Minions
Skeletons Musketeer Baby Dragon
Mini P.E.K.K.A
Skeletons Musketeer Wizard Baby Dragon
Musketeer
Skeletons Minions Mini P.E.K.K.A Baby Dragon
Wizard
Skeletons Mini P.E.K.K.A
Baby Dragon
Skeletons Minions Mini P.E.K.K.A Musketeer
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.

Minions Musketeer Wizard Baby Dragon
Mini P.E.K.K.A Skeletons Minions Musketeer
Mini P.E.K.K.A Skeletons Minions Musketeer
Mini P.E.K.K.A Skeletons Minions Musketeer
Mini P.E.K.K.A
Skeletons Minions Musketeer Baby Dragon
Minions Musketeer Wizard Baby Dragon
Musketeer Baby Dragon
Mini P.E.K.K.A Skeletons Minions Musketeer
Skeletons Mini P.E.K.K.A Musketeer
Berserker Minions Skeletons Musketeer Wizard Baby Dragon
Minions Musketeer Wizard Baby Dragon
Mini P.E.K.K.A Skeletons Minions Musketeer Wizard
Wizard Minions Mini P.E.K.K.A Baby Dragon
Mini P.E.K.K.A
Mini P.E.K.K.A
Wizard Skeletons Minions Mini P.E.K.K.A Musketeer
Minions Musketeer Wizard Baby Dragon
Wizard Baby Dragon Minions Musketeer
Mini P.E.K.K.A Musketeer
Wizard Minions Mini P.E.K.K.A Musketeer Baby Dragon
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
Mini P.E.K.K.A Musketeer Wizard Baby Dragon
Skeletons Minions Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Musketeer
Skeletons Mini P.E.K.K.A Musketeer
Wizard Skeletons Minions Musketeer Baby Dragon
Mini P.E.K.K.A Skeletons Minions Musketeer
Mini P.E.K.K.A
Skeletons Minions Mini P.E.K.K.A Baby Dragon
Skeletons Musketeer
Minions Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Skeletons Wizard
Wizard Musketeer Baby Dragon
Skeletons Minions Mini P.E.K.K.A Musketeer Baby Dragon
Minions Mini P.E.K.K.A Musketeer Wizard Baby Dragon

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.)

Musketeer Baby Dragon
Musketeer Baby Dragon
Baby Dragon
Musketeer
Wizard Baby Dragon
Wizard Minions Musketeer Baby Dragon
Musketeer Wizard Baby Dragon
Wizard Baby Dragon
Wizard
Minions Mini P.E.K.K.A Musketeer
Musketeer Wizard
Musketeer Wizard Baby Dragon
Musketeer Baby Dragon
Minions Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer Wizard Baby Dragon
Musketeer Wizard Baby Dragon
Minions Mini P.E.K.K.A
Mini P.E.K.K.A Musketeer Wizard Baby Dragon
Wizard Baby Dragon
Minions Musketeer Baby Dragon
Wizard
Musketeer
Musketeer Baby Dragon
Wizard Baby Dragon
Musketeer Wizard Baby Dragon
Musketeer Wizard Baby Dragon
Musketeer Baby Dragon
Musketeer Wizard Baby Dragon
Minions Musketeer Wizard
Mini P.E.K.K.A
Musketeer Wizard
Wizard
Minions Musketeer
Musketeer Wizard Baby Dragon
Mini P.E.K.K.A Musketeer Wizard Baby Dragon
Musketeer Wizard Baby Dragon
Musketeer
Minions Musketeer Baby Dragon
Musketeer
Musketeer Baby Dragon
Wizard

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