My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Firecracker Musketeer Ram Rider

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.

Firecracker Musketeer P.E.K.K.A Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Zap Rage

Punishments

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

Ram Rider 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.

Heal Spirit P.E.K.K.A Ram Rider Mega Knight

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.

Firecracker Ram Rider

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
Ram Rider
Giant Snowball
Musketeer Ram Rider
Zap
Firecracker Ram Rider
Barbarian Barrel
Firecracker Heal Spirit Musketeer
The Log
Firecracker Heal Spirit Musketeer Ram Rider
Earthquake
Firecracker
Arrows
Firecracker Heal Spirit
Royal Delivery
Firecracker Heal Spirit Musketeer P.E.K.K.A Ram Rider
Fireball
Firecracker Musketeer Ram Rider
Poison
Firecracker Musketeer
Lightning
Musketeer Ram Rider
Rocket
Musketeer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker 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.

Heal Spirit Rage 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.

Heal Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Zap Rage Firecracker Musketeer Ram Rider P.E.K.K.A Mega Knight

Shortest cycle

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

8 Heal Spirit Zap Rage Firecracker

Attack Synergies 3 15

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
Firecracker P.E.K.K.A Ram Rider Heal Spirit Musketeer Mega Knight
Firecracker
Zap P.E.K.K.A Ram Rider Mega Knight
Heal Spirit
Zap Musketeer P.E.K.K.A Ram Rider Mega Knight
Musketeer
Zap Heal Spirit P.E.K.K.A Ram Rider Mega Knight
Rage
P.E.K.K.A
Zap Firecracker Heal Spirit Musketeer Ram Rider
Ram Rider
Zap Firecracker Heal Spirit Musketeer P.E.K.K.A Mega Knight
Mega Knight
Zap Firecracker Heal Spirit Musketeer Ram Rider

Defense Synergies 1 10

Zap
Mega Knight Firecracker Musketeer P.E.K.K.A Ram Rider
Firecracker
Zap Musketeer P.E.K.K.A Mega Knight
Heal Spirit
Musketeer
Zap Firecracker P.E.K.K.A Ram Rider Mega Knight
Rage
P.E.K.K.A
Zap Firecracker Musketeer
Ram Rider
Zap Musketeer
Mega Knight
Zap Firecracker 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.

Zap Firecracker Musketeer Ram Rider
P.E.K.K.A Zap Firecracker Musketeer Ram Rider Mega Knight
P.E.K.K.A Ram Rider Mega Knight Musketeer
P.E.K.K.A Firecracker Musketeer Ram Rider Mega Knight
Firecracker P.E.K.K.A Mega Knight
Zap Firecracker Musketeer Mega Knight
Musketeer Ram Rider Zap Firecracker
Zap Musketeer P.E.K.K.A Ram Rider Mega Knight
P.E.K.K.A Musketeer
Firecracker Musketeer Mega Knight
Zap Firecracker Musketeer Ram Rider Mega Knight
Musketeer Zap Firecracker Ram Rider
P.E.K.K.A Mega Knight Zap Musketeer Ram Rider
Mega Knight Zap Firecracker P.E.K.K.A
P.E.K.K.A Ram Rider Mega Knight
Zap P.E.K.K.A Ram Rider Mega Knight
Mega Knight Firecracker Musketeer P.E.K.K.A
Mega Knight Zap Firecracker Musketeer Ram Rider
Zap Firecracker Musketeer Ram Rider Mega Knight
P.E.K.K.A Musketeer Ram Rider
Mega Knight Firecracker Musketeer P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Zap P.E.K.K.A
Zap Firecracker Musketeer Mega Knight
P.E.K.K.A Mega Knight Zap Musketeer Ram Rider
P.E.K.K.A Mega Knight Zap Musketeer Ram Rider
P.E.K.K.A Musketeer Ram Rider Mega Knight
Firecracker Zap Musketeer Ram Rider
P.E.K.K.A Musketeer Ram Rider
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Firecracker
P.E.K.K.A Musketeer
P.E.K.K.A Mega Knight Musketeer
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Mega Knight Ram Rider
Firecracker Musketeer Mega Knight
Zap Firecracker Musketeer P.E.K.K.A
Mega Knight Zap Firecracker Musketeer P.E.K.K.A
Zap

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.)

Firecracker Musketeer
Firecracker Zap Musketeer Ram Rider
Firecracker Musketeer
Zap Firecracker Mega Knight
Firecracker Zap Musketeer Ram Rider
Firecracker Musketeer
Zap Firecracker Ram Rider
Zap Firecracker Ram Rider
Musketeer
Firecracker Zap Musketeer Ram Rider
Zap Firecracker Musketeer
Firecracker Musketeer
Firecracker Musketeer
Zap Firecracker Musketeer
Zap Firecracker Musketeer
Firecracker Musketeer Mega Knight
Zap Firecracker Musketeer Mega Knight
Zap Firecracker Mega Knight
Musketeer Mega Knight
Musketeer
Zap Musketeer
Zap Firecracker Mega Knight
Firecracker Zap Musketeer Ram Rider
Zap Musketeer Ram Rider Mega Knight
Zap Firecracker Musketeer
Zap Firecracker Musketeer
Zap Firecracker Musketeer
Zap Musketeer Mega Knight
Zap Firecracker
P.E.K.K.A Mega Knight
Firecracker
Zap Musketeer
Zap Firecracker Musketeer Ram Rider
Firecracker Musketeer Mega Knight
Zap Firecracker Musketeer
Zap
Firecracker Musketeer P.E.K.K.A Mega Knight
Zap Firecracker Musketeer
Firecracker Zap Musketeer
Zap Firecracker Musketeer Mega Knight
P.E.K.K.A
Firecracker Mega Knight

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