My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Missing

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bomber Battle Ram

Offensive cards

Win conditions

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

Battle Ram

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.

Mini P.E.K.K.A Battle Ram

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 Mini P.E.K.K.A Battle Ram

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 Bomber Battle Ram
Giant Snowball
Skeletons Bomber Barbarians Battle Ram
Zap
Skeletons Bomber Battle Ram
Barbarian Barrel
Skeletons Bomber Barbarians Battle Ram Bomb Tower
The Log
Skeletons Bomber Barbarians Mini P.E.K.K.A Battle Ram
Earthquake
Skeletons Bomber Barbarians Bomb Tower
Arrows
Skeletons Bomber
Royal Delivery
Skeletons Bomber Barbarians Mini P.E.K.K.A Battle Ram
Fireball
Bomber Barbarians Battle Ram Bomb Tower
Poison
Bomber Barbarians Bomb Tower
Lightning
Mini P.E.K.K.A Battle Ram Bomb Tower
Rocket
Barbarians Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Fireball Bomb Tower

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 Battle Ram

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 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bomber Arrows Fireball Mini P.E.K.K.A Battle Ram Bomb Tower Barbarians

Shortest cycle

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

10 Skeletons Bomber Arrows Fireball

Attack Synergies 1 5

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
Bomber
Mini P.E.K.K.A Battle Ram
Arrows
Fireball Mini P.E.K.K.A Battle Ram
Barbarians
Fireball
Arrows Battle Ram
Mini P.E.K.K.A
Bomber Arrows
Battle Ram
Bomber Arrows Fireball
Bomb Tower

Defense Synergies 0 11

Skeletons
Bomber Mini P.E.K.K.A Bomb Tower
Bomber
Skeletons Mini P.E.K.K.A
Arrows
Barbarians Fireball Mini P.E.K.K.A Bomb Tower
Barbarians
Arrows
Fireball
Arrows Mini P.E.K.K.A Bomb Tower
Mini P.E.K.K.A
Skeletons Bomber Arrows Fireball Bomb Tower
Battle Ram
Bomb Tower
Skeletons Arrows Fireball Mini P.E.K.K.A

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.

Bomber Fireball
Barbarians Mini P.E.K.K.A Bomb Tower Skeletons
Barbarians Mini P.E.K.K.A Bomb Tower Skeletons Bomber
Barbarians Mini P.E.K.K.A Bomb Tower Skeletons
Bomber Arrows Barbarians Fireball Mini P.E.K.K.A Bomb Tower
Arrows Fireball Skeletons Bomber Bomb Tower
Arrows Fireball Bomb Tower
Arrows Barbarians Fireball Bomb Tower
Barbarians Mini P.E.K.K.A Skeletons Bomb Tower
Skeletons Bomber Barbarians Mini P.E.K.K.A
Barbarians Skeletons Bomber Arrows Fireball Bomb Tower
Arrows Fireball
Barbarians Mini P.E.K.K.A Bomb Tower Skeletons Bomber Fireball
Bomber Fireball Bomb Tower Arrows Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Bomb Tower
Barbarians Bomb Tower Fireball Mini P.E.K.K.A
Barbarians Bomb Tower Skeletons Bomber Arrows Fireball Mini P.E.K.K.A
Arrows Fireball Bomb Tower Bomber Barbarians
Arrows Bomb Tower Bomber Barbarians Fireball
Barbarians Mini P.E.K.K.A Bomb Tower
Bomber Arrows Barbarians Fireball Mini P.E.K.K.A Bomb Tower
Mini P.E.K.K.A Bomb Tower

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Skeletons Fireball
Fireball Bomber Arrows Mini P.E.K.K.A Bomb Tower
Barbarians Skeletons Mini P.E.K.K.A Bomb Tower
Mini P.E.K.K.A Barbarians Fireball
Barbarians Skeletons Mini P.E.K.K.A
Arrows Fireball Skeletons Bomb Tower
Mini P.E.K.K.A Skeletons Barbarians Fireball Bomb Tower
Mini P.E.K.K.A Barbarians Bomb Tower
Skeletons Barbarians Fireball Mini P.E.K.K.A Bomb Tower
Skeletons Barbarians
Barbarians Mini P.E.K.K.A Bomb Tower
Arrows Barbarians Fireball
Barbarians Mini P.E.K.K.A Skeletons Fireball Bomb Tower
Bomber Barbarians Fireball Bomb Tower
Barbarians Skeletons Bomber Fireball Mini P.E.K.K.A Bomb Tower
Arrows Bomber Barbarians Fireball Mini P.E.K.K.A Bomb Tower
Bomber Arrows Fireball Bomb Tower

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
Arrows Fireball
Arrows Fireball
Arrows Barbarians Fireball
Bomber Fireball Arrows
Arrows Fireball
Bomber Arrows
Arrows Fireball
Arrows Fireball
Fireball Mini P.E.K.K.A
Arrows Fireball
Fireball Arrows
Fireball
Arrows Fireball
Arrows Fireball
Bomber Arrows Fireball
Arrows Fireball
Arrows Fireball
Bomber Mini P.E.K.K.A
Bomber Arrows Fireball Mini P.E.K.K.A
Bomber Arrows Fireball
Fireball
Arrows Fireball
Arrows Barbarians Fireball
Arrows Bomber Fireball
Arrows Fireball
Fireball Arrows
Fireball Arrows
Arrows Fireball
Fireball
Fireball Mini P.E.K.K.A
Bomber Arrows Fireball
Arrows Fireball
Arrows Fireball
Barbarians Fireball
Fireball Arrows
Arrows Fireball
Fireball Mini P.E.K.K.A
Arrows Bomber Fireball
Arrows Fireball
Fireball
Fireball
Fireball
Fireball

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