My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Wizard

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.

Musketeer Wizard Balloon P.E.K.K.A Lumberjack

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Arrows

Punishments

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

Balloon Lumberjack

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.

Balloon P.E.K.K.A Lumberjack

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.

Balloon Lumberjack

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
Skeleton Army Balloon
Giant Snowball
Musketeer Skeleton Army Balloon Lumberjack
Zap
Skeleton Army Balloon
Barbarian Barrel
Musketeer Wizard Skeleton Army Lumberjack
The Log
Musketeer Skeleton Army Lumberjack
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Musketeer Wizard Skeleton Army Balloon P.E.K.K.A Lumberjack
Fireball
Musketeer Wizard Skeleton Army Balloon Lumberjack
Poison
Musketeer Wizard Skeleton Army Balloon
Lightning
Musketeer Wizard Balloon Lumberjack
Rocket
Musketeer Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard

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.

Arrows Skeleton Army 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.

Skeleton Army

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Skeleton Army Musketeer Lumberjack Wizard Balloon P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Skeleton Army Musketeer

Attack Synergies 6 10

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.

Zap
Arrows Balloon P.E.K.K.A Musketeer Lumberjack
Arrows
Zap Balloon P.E.K.K.A Lumberjack
Musketeer
Zap Balloon P.E.K.K.A Lumberjack
Wizard
Balloon P.E.K.K.A Lumberjack
Skeleton Army
Balloon
Zap Arrows Lumberjack Musketeer Wizard
P.E.K.K.A
Zap Arrows Musketeer Wizard Lumberjack
Lumberjack
Balloon Zap Arrows Musketeer Wizard P.E.K.K.A

Defense Synergies 1 13

Zap
Arrows Musketeer Skeleton Army P.E.K.K.A Lumberjack
Arrows
Zap P.E.K.K.A Lumberjack
Musketeer
Lumberjack Zap Skeleton Army P.E.K.K.A
Wizard
Skeleton Army P.E.K.K.A Lumberjack
Skeleton Army
Zap Musketeer Wizard Lumberjack
Balloon
P.E.K.K.A
Zap Arrows Musketeer Wizard
Lumberjack
Musketeer Zap Arrows Wizard Skeleton Army

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.

Zap Musketeer Wizard
Skeleton Army P.E.K.K.A Lumberjack Zap Musketeer
Skeleton Army P.E.K.K.A Lumberjack Musketeer
Skeleton Army P.E.K.K.A Lumberjack Musketeer
Arrows Skeleton Army P.E.K.K.A Lumberjack
Arrows Skeleton Army Zap Musketeer Lumberjack
Musketeer Zap Arrows Wizard
Zap Arrows Musketeer P.E.K.K.A
P.E.K.K.A Musketeer Skeleton Army Lumberjack
Skeleton Army Musketeer Lumberjack
Skeleton Army Zap Arrows Musketeer Wizard Lumberjack
Arrows Musketeer Zap Wizard
Skeleton Army P.E.K.K.A Lumberjack Zap Musketeer Wizard
Wizard Skeleton Army Zap Arrows P.E.K.K.A Lumberjack
Skeleton Army P.E.K.K.A Lumberjack
Skeleton Army Zap P.E.K.K.A Lumberjack
Wizard Arrows Musketeer Skeleton Army P.E.K.K.A Lumberjack
Arrows Zap Musketeer Wizard Skeleton Army Lumberjack
Zap Arrows Wizard Musketeer Lumberjack
P.E.K.K.A Musketeer Lumberjack
Wizard Skeleton Army Arrows Musketeer P.E.K.K.A Lumberjack
P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Lumberjack Zap P.E.K.K.A
Zap Arrows Musketeer Wizard Lumberjack
Skeleton Army P.E.K.K.A Lumberjack Zap Musketeer
Skeleton Army P.E.K.K.A Lumberjack Zap Musketeer
P.E.K.K.A Musketeer Skeleton Army Lumberjack
Arrows Wizard Zap Musketeer
Skeleton Army P.E.K.K.A Musketeer Lumberjack
P.E.K.K.A Skeleton Army Lumberjack
Zap P.E.K.K.A Skeleton Army
P.E.K.K.A Musketeer Skeleton Army
P.E.K.K.A Musketeer Lumberjack
Skeleton Army P.E.K.K.A Zap Arrows
Skeleton Army P.E.K.K.A Wizard Lumberjack
Wizard Musketeer Skeleton Army
Skeleton Army Zap Musketeer P.E.K.K.A Lumberjack
Arrows Zap Musketeer Wizard P.E.K.K.A
Zap Arrows

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 Musketeer
Arrows Zap Musketeer
Arrows
Arrows Musketeer
Wizard Zap Arrows
Arrows Wizard Zap Musketeer
Arrows Musketeer Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Musketeer Lumberjack
Zap Arrows Musketeer Wizard
Zap Arrows Musketeer Wizard
Musketeer
Arrows Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer Wizard
Arrows Musketeer Wizard
Arrows
Zap Arrows Musketeer Wizard
Zap Arrows Wizard
Musketeer
Arrows Wizard
Musketeer
Zap Arrows Musketeer
Zap Arrows Wizard
Arrows Zap Musketeer Wizard
Zap Arrows Musketeer Wizard
Zap Arrows Musketeer
Zap Arrows Musketeer Wizard
Zap Musketeer Wizard
Zap Arrows Musketeer Wizard
Zap Arrows
P.E.K.K.A
Arrows Wizard
Zap Musketeer Skeleton Army
Zap Arrows Musketeer Wizard
Arrows
Musketeer Wizard Lumberjack
Arrows Zap Musketeer Wizard
Zap Arrows
Musketeer P.E.K.K.A
Zap Musketeer
Zap Musketeer
Zap Musketeer
P.E.K.K.A
Wizard

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