My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Musketeer

Defensive buildings

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

Mortar

Investments

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

Skeletons Ice Spirit Musketeer P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Mortar Mega Knight

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.

Ice Spirit Goblins Mortar P.E.K.K.A Mega Knight

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 Goblins Musketeer
Zap
Skeletons Goblins Mortar
Barbarian Barrel
Skeletons Ice Spirit Goblins Mortar Musketeer
The Log
Skeletons Ice Spirit Goblins Musketeer
Earthquake
Skeletons Mortar
Arrows
Skeletons Ice Spirit Goblins
Royal Delivery
Skeletons Ice Spirit Goblins Musketeer P.E.K.K.A
Fireball
Mortar Musketeer
Poison
Mortar Musketeer
Lightning
Mortar Musketeer
Rocket
Mortar Musketeer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Mortar Mega Knight

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.

Ice Spirit Arrows P.E.K.K.A Mega Knight

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.

Ice Spirit Goblins Musketeer

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 Ice Spirit Goblins Arrows Mortar Musketeer P.E.K.K.A Mega Knight

Shortest cycle

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

7 Skeletons Ice Spirit Goblins Arrows

Attack Synergies 2 9

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
Ice Spirit
P.E.K.K.A Goblins Mortar Musketeer Mega Knight
Goblins
Ice Spirit
Arrows
P.E.K.K.A Mortar Mega Knight
Mortar
Ice Spirit Arrows Musketeer
Musketeer
Ice Spirit Mortar P.E.K.K.A Mega Knight
P.E.K.K.A
Ice Spirit Arrows Musketeer
Mega Knight
Ice Spirit Arrows Musketeer

Defense Synergies 3 14

Skeletons
Musketeer Ice Spirit Mortar P.E.K.K.A
Ice Spirit
Musketeer Skeletons Goblins Mortar P.E.K.K.A Mega Knight
Goblins
Ice Spirit Mortar Musketeer
Arrows
Mega Knight Mortar P.E.K.K.A
Mortar
Skeletons Ice Spirit Goblins Arrows Musketeer
Musketeer
Skeletons Ice Spirit Goblins Mortar P.E.K.K.A Mega Knight
P.E.K.K.A
Skeletons Ice Spirit Arrows Musketeer
Mega Knight
Arrows Ice Spirit Musketeer

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.

Mortar Musketeer
P.E.K.K.A Skeletons Ice Spirit Goblins Mortar Musketeer Mega Knight
Mortar P.E.K.K.A Mega Knight Skeletons Goblins Musketeer
P.E.K.K.A Skeletons Goblins Mortar Musketeer Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Skeletons Goblins Musketeer Mega Knight
Musketeer Ice Spirit Arrows Mortar
Arrows Musketeer P.E.K.K.A Mega Knight
P.E.K.K.A Skeletons Goblins Mortar Musketeer
Skeletons Ice Spirit Goblins Musketeer Mega Knight
Goblins Skeletons Arrows Musketeer Mega Knight
Arrows Musketeer
Mortar P.E.K.K.A Mega Knight Skeletons Ice Spirit Musketeer
Mega Knight Ice Spirit Goblins Arrows Mortar P.E.K.K.A
P.E.K.K.A Mortar Mega Knight
Ice Spirit Mortar P.E.K.K.A Mega Knight
Mega Knight Skeletons Goblins Arrows Mortar Musketeer P.E.K.K.A
Ice Spirit Arrows Mortar Mega Knight Goblins Musketeer
Arrows Mortar Ice Spirit Musketeer Mega Knight
P.E.K.K.A Mortar Musketeer
Mega Knight Goblins Arrows Musketeer P.E.K.K.A
P.E.K.K.A Mortar

Counters to secondary win conditions

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

Mega Knight Skeletons Goblins P.E.K.K.A
Arrows Mortar Musketeer Mega Knight
P.E.K.K.A Mega Knight Skeletons Ice Spirit Goblins Musketeer
P.E.K.K.A Mega Knight Musketeer
P.E.K.K.A Skeletons Musketeer Mega Knight
Arrows Skeletons Ice Spirit Musketeer
P.E.K.K.A Skeletons Goblins Musketeer
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Skeletons Ice Spirit Goblins Mortar
P.E.K.K.A Skeletons Musketeer
P.E.K.K.A Mega Knight Musketeer
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Skeletons
Musketeer Mega Knight
Skeletons Ice Spirit Goblins Mortar Musketeer P.E.K.K.A
Arrows Mega Knight Musketeer P.E.K.K.A
Arrows Mortar

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.)

Arrows Mortar Musketeer
Arrows Mortar Musketeer
Arrows
Arrows Musketeer
Arrows Mortar Mega Knight
Arrows Ice Spirit Musketeer
Arrows Mortar Musketeer
Arrows Ice Spirit
Arrows Mortar
Goblins Musketeer
Arrows Mortar Musketeer
Arrows Musketeer
Mortar Musketeer
Arrows Mortar Musketeer
Arrows Mortar Musketeer
Arrows Mortar Musketeer
Arrows Mortar Musketeer Mega Knight
Arrows Mortar
Arrows Mortar Musketeer Mega Knight
Arrows Mortar Mega Knight
Musketeer Mega Knight
Arrows
Musketeer
Arrows Mortar Musketeer
Arrows Ice Spirit Mortar Mega Knight
Arrows Mortar Musketeer
Arrows Mortar Musketeer Mega Knight
Arrows Mortar Musketeer
Arrows Musketeer
Ice Spirit Musketeer
Arrows Mortar Musketeer Mega Knight
Ice Spirit Arrows
P.E.K.K.A Mega Knight
Arrows
Ice Spirit Musketeer
Arrows Musketeer
Arrows
Musketeer Mega Knight
Arrows Mortar Musketeer
Arrows
Musketeer P.E.K.K.A Mega Knight
Ice Spirit Musketeer
Musketeer
Mortar Musketeer Mega Knight
P.E.K.K.A
Mortar Mega Knight

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