My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Three Musketeers 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.

Three Musketeers Dark Prince P.E.K.K.A Ram Rider

Offensive cards

Win conditions

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

Three Musketeers Wall Breakers Ram Rider

Damage spells

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

Lightning

Punishments

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

Wall Breakers Dark Prince Ram Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Wall Breakers Dark Prince P.E.K.K.A Ram Rider

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.

Dark Prince 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
Three Musketeers Wall Breakers Guards Clone Dark Prince Ram Rider
Giant Snowball
Three Musketeers Wall Breakers Guards Clone Ram Rider
Zap
Three Musketeers Wall Breakers Guards Clone Dark Prince Ram Rider
Barbarian Barrel
Three Musketeers Wall Breakers Guards Clone Dark Prince
The Log
Three Musketeers Wall Breakers Guards Clone Dark Prince Ram Rider
Earthquake
Guards Clone
Arrows
Wall Breakers Guards Clone
Royal Delivery
Three Musketeers Wall Breakers Guards Clone Dark Prince P.E.K.K.A Ram Rider
Fireball
Three Musketeers Wall Breakers Clone Ram Rider
Poison
Three Musketeers Guards Clone
Lightning
Three Musketeers Dark Prince Ram Rider
Rocket
Three Musketeers Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince

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.

Guards Clone Dark Prince P.E.K.K.A

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.

Three Musketeers

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Guards Clone Dark Prince Ram Rider Lightning P.E.K.K.A Three Musketeers

Shortest cycle

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

12 Wall Breakers Guards Clone Dark Prince

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.

Three Musketeers
Guards Clone Dark Prince
Wall Breakers
Guards
Three Musketeers Clone Ram Rider
Clone
Three Musketeers Guards
Dark Prince
Three Musketeers Lightning Ram Rider
Lightning
Ram Rider Dark Prince
P.E.K.K.A
Ram Rider
Ram Rider
Lightning Guards Dark Prince P.E.K.K.A

Defense Synergies 0 0

Three Musketeers
Wall Breakers
Guards
Clone
Dark Prince
Lightning
P.E.K.K.A
Ram Rider

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.

Lightning Ram Rider
P.E.K.K.A Three Musketeers Dark Prince Ram Rider
Three Musketeers P.E.K.K.A Ram Rider Dark Prince Lightning
Three Musketeers P.E.K.K.A Guards Dark Prince Ram Rider
Lightning Dark Prince P.E.K.K.A
Guards Dark Prince
Three Musketeers Lightning Ram Rider
Lightning P.E.K.K.A Ram Rider
Three Musketeers P.E.K.K.A
Guards Dark Prince
Guards Dark Prince Ram Rider
Three Musketeers Ram Rider
P.E.K.K.A Three Musketeers Guards Dark Prince Lightning Ram Rider
Three Musketeers Guards Dark Prince P.E.K.K.A
P.E.K.K.A Three Musketeers Ram Rider
Three Musketeers Lightning P.E.K.K.A Ram Rider
Three Musketeers Dark Prince P.E.K.K.A
Three Musketeers Guards Dark Prince Ram Rider
Guards Dark Prince Ram Rider
P.E.K.K.A Three Musketeers Ram Rider
Dark Prince Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards Dark Prince P.E.K.K.A
Lightning
Guards P.E.K.K.A Dark Prince Lightning Ram Rider
Guards Dark Prince Lightning P.E.K.K.A Ram Rider
P.E.K.K.A Three Musketeers Guards Dark Prince Ram Rider
Three Musketeers Ram Rider
Guards Dark Prince P.E.K.K.A Lightning Ram Rider
P.E.K.K.A Dark Prince
Lightning P.E.K.K.A Dark Prince
P.E.K.K.A Three Musketeers Guards
P.E.K.K.A Guards Dark Prince
Lightning P.E.K.K.A Guards Dark Prince
Dark Prince Lightning P.E.K.K.A Three Musketeers Guards Ram Rider
Three Musketeers
Guards Three Musketeers Dark Prince Lightning P.E.K.K.A
Dark Prince P.E.K.K.A

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.)

Lightning Guards
Ram Rider
Lightning
Lightning Guards Dark Prince
Dark Prince
Ram Rider
Lightning Ram Rider
Lightning Ram Rider
Lightning Three Musketeers Guards
Lightning Dark Prince Ram Rider
Lightning
Lightning Three Musketeers
Lightning
Lightning
Lightning Three Musketeers
Lightning Three Musketeers
Lightning Three Musketeers
Lightning
Lightning Three Musketeers Dark Prince
Lightning
Lightning
Lightning
Lightning
Lightning
Dark Prince
Lightning Ram Rider
Lightning Ram Rider
Lightning
Lightning
Lightning Guards
Lightning
Lightning
Lightning
P.E.K.K.A
Lightning
Lightning Guards Dark Prince
Lightning Three Musketeers Ram Rider
Lightning Three Musketeers Dark Prince
Lightning
Lightning
Three Musketeers Dark Prince P.E.K.K.A
Guards Lightning
Lightning
Lightning Dark Prince

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