My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Missing cards in your collection

Void Little Prince Skeleton King Mighty Miner Archer Queen Monk

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 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.

Bats Firecracker

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.

Skeletons Bats Firecracker Battle Ram 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.

Battle Ram

Damage spells

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

Fireball The Log

Punishments

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

Battle Ram Mega Knight

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.

Battle Ram P.E.K.K.A 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

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 Bats Battle Ram
Giant Snowball
Skeletons Bats Battle Ram
Zap
Skeletons Bats Firecracker Battle Ram
Barbarian Barrel
Skeletons Firecracker Battle Ram
The Log
Skeletons Firecracker Battle Ram
Earthquake
Skeletons Firecracker
Arrows
Skeletons Bats Firecracker
Royal Delivery
Skeletons Bats Firecracker Battle Ram P.E.K.K.A
Fireball
Firecracker Battle Ram
Poison
Bats Firecracker
Lightning
Battle Ram
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball The Log Mega Knight

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.

Bats Battle Ram P.E.K.K.A Mega Knight

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats The Log Firecracker Fireball Battle Ram P.E.K.K.A Mega Knight

Shortest cycle

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

8 Skeletons Bats The Log Firecracker

Attack Synergies 2 12

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
Bats
Mega Knight Firecracker Battle Ram P.E.K.K.A
Firecracker
Bats Battle Ram P.E.K.K.A Mega Knight
Fireball
Battle Ram The Log Mega Knight
Battle Ram
The Log Bats Firecracker Fireball P.E.K.K.A
P.E.K.K.A
Bats Firecracker Battle Ram The Log
The Log
Battle Ram Fireball P.E.K.K.A Mega Knight
Mega Knight
Bats Firecracker Fireball The Log

Defense Synergies 3 12

Skeletons
Bats Firecracker P.E.K.K.A The Log
Bats
Skeletons Firecracker P.E.K.K.A The Log Mega Knight
Firecracker
The Log Skeletons Bats P.E.K.K.A Mega Knight
Fireball
The Log Mega Knight
Battle Ram
P.E.K.K.A
The Log Skeletons Bats Firecracker
The Log
Firecracker Fireball P.E.K.K.A Skeletons Bats Mega Knight
Mega Knight
Bats Firecracker Fireball The Log

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.

Firecracker Fireball The Log
P.E.K.K.A Skeletons Bats Firecracker The Log Mega Knight
P.E.K.K.A Mega Knight Skeletons Bats
P.E.K.K.A Skeletons Bats Firecracker Mega Knight
Firecracker Fireball P.E.K.K.A The Log Mega Knight
Fireball The Log Skeletons Bats Firecracker Mega Knight
Bats Firecracker Fireball
Fireball P.E.K.K.A The Log Mega Knight
P.E.K.K.A Skeletons
Skeletons Firecracker Mega Knight
Bats Skeletons Firecracker Fireball The Log Mega Knight
Bats Firecracker Fireball
P.E.K.K.A Mega Knight Skeletons Bats Fireball The Log
Fireball Mega Knight Bats Firecracker P.E.K.K.A The Log
P.E.K.K.A Mega Knight
Fireball P.E.K.K.A The Log Mega Knight
Mega Knight Skeletons Bats Firecracker Fireball P.E.K.K.A
Fireball Mega Knight Bats Firecracker The Log
The Log Bats Firecracker Fireball Mega Knight
P.E.K.K.A
Mega Knight Bats Firecracker Fireball P.E.K.K.A The Log

Counters to secondary win conditions

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

Mega Knight Skeletons Fireball P.E.K.K.A
Fireball Firecracker The Log Mega Knight
P.E.K.K.A Mega Knight Skeletons Bats The Log
P.E.K.K.A Mega Knight Bats Fireball The Log
P.E.K.K.A Skeletons Mega Knight
Firecracker Fireball Skeletons Bats
P.E.K.K.A Skeletons Bats Fireball
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Skeletons Bats Firecracker Fireball The Log
P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight Bats
P.E.K.K.A Mega Knight Fireball The Log
P.E.K.K.A Mega Knight Skeletons Fireball
Firecracker Fireball Mega Knight
Skeletons Bats Firecracker Fireball P.E.K.K.A The Log
Bats Mega Knight Firecracker Fireball P.E.K.K.A The Log
Fireball

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 Firecracker The Log
Firecracker Fireball The Log
Fireball The Log
Firecracker Fireball The Log
Fireball Firecracker The Log Mega Knight
Firecracker Fireball Bats
Firecracker The Log
Fireball The Log Firecracker
Fireball The Log Firecracker
Bats Fireball
Firecracker Fireball The Log
Fireball Firecracker
Firecracker Fireball The Log
Firecracker Fireball
Firecracker Fireball The Log
Firecracker Fireball The Log
Firecracker Fireball The Log Mega Knight
Fireball
Bats
Firecracker Fireball The Log Mega Knight
Firecracker Fireball The Log Mega Knight
Fireball The Log Mega Knight
Fireball
The Log
Fireball The Log
Firecracker The Log Fireball Mega Knight
Firecracker Fireball The Log
Fireball The Log Mega Knight
Fireball Firecracker The Log
Bats Firecracker Fireball
Bats Firecracker Fireball
Fireball
Fireball The Log Mega Knight
Firecracker Fireball
P.E.K.K.A Mega Knight
Firecracker Fireball The Log
Bats Fireball
Fireball Firecracker
The Log Fireball
Fireball Firecracker Mega Knight
The Log Firecracker Fireball
Fireball
Firecracker P.E.K.K.A Mega Knight
Bats Firecracker Fireball The Log
Firecracker Bats Fireball
Firecracker Fireball The Log Mega Knight

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