My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Archers 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.

Bomber Archers Knight Royal Giant Ram Rider

Offensive cards

Win conditions

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

Royal Giant Ram Rider

Damage spells

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

The Log

Punishments

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

Royal Giant Mini P.E.K.K.A Ram Rider

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.

Knight Royal Giant Mini 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.

Mini P.E.K.K.A 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
Bomber Archers Royal Giant Skeleton Army Ram Rider
Giant Snowball
Bomber Archers Skeleton Army Ram Rider
Zap
Bomber Archers Royal Giant Skeleton Army Ram Rider
Barbarian Barrel
Bomber Archers Knight Skeleton Army
The Log
Bomber Archers Royal Giant Mini P.E.K.K.A Skeleton Army Ram Rider
Earthquake
Bomber Archers Skeleton Army
Arrows
Bomber Archers Skeleton Army
Royal Delivery
Bomber Archers Knight Mini P.E.K.K.A Skeleton Army Ram Rider
Fireball
Bomber Archers Skeleton Army Ram Rider
Poison
Bomber Archers Skeleton Army
Lightning
Knight Mini P.E.K.K.A Ram Rider
Rocket
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.

Bomber The Log

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.

Knight Mini P.E.K.K.A Skeleton Army

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.

Royal Giant Skeleton Army

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.

Bomber The Log Archers Knight Skeleton Army Mini P.E.K.K.A Ram Rider Royal Giant

Shortest cycle

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

10 Bomber The Log Archers Knight

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.

Bomber
Royal Giant Knight Mini P.E.K.K.A Ram Rider
Archers
Knight Royal Giant Mini P.E.K.K.A Ram Rider
Knight
Archers Bomber The Log Ram Rider
Royal Giant
Bomber Archers The Log
Mini P.E.K.K.A
Bomber Archers The Log Ram Rider
Skeleton Army
The Log
Knight Royal Giant Mini P.E.K.K.A Ram Rider
Ram Rider
Bomber Archers Knight Mini P.E.K.K.A The Log

Defense Synergies 3 12

Bomber
Knight Mini P.E.K.K.A The Log
Archers
Knight Mini P.E.K.K.A Skeleton Army The Log
Knight
Bomber Archers Mini P.E.K.K.A Skeleton Army The Log
Royal Giant
Mini P.E.K.K.A
The Log Bomber Archers Knight Skeleton Army Ram Rider
Skeleton Army
Archers Knight Mini P.E.K.K.A The Log
The Log
Mini P.E.K.K.A Bomber Archers Knight Skeleton Army Ram Rider
Ram Rider
Mini P.E.K.K.A 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.

Bomber Knight The Log Ram Rider
Mini P.E.K.K.A Skeleton Army Bomber Knight The Log Ram Rider
Mini P.E.K.K.A Skeleton Army Ram Rider Bomber Archers Knight
Mini P.E.K.K.A Skeleton Army Bomber Knight Ram Rider
Bomber Mini P.E.K.K.A Skeleton Army The Log
Skeleton Army The Log Bomber Archers
Ram Rider Archers
The Log Ram Rider
Mini P.E.K.K.A Skeleton Army
Knight Skeleton Army Bomber Archers Mini P.E.K.K.A
Archers Skeleton Army Bomber Knight The Log Ram Rider
Archers Ram Rider
Mini P.E.K.K.A Skeleton Army Bomber Knight The Log Ram Rider
Bomber Skeleton Army Mini P.E.K.K.A The Log
Mini P.E.K.K.A Skeleton Army Knight Ram Rider
Skeleton Army Mini P.E.K.K.A The Log Ram Rider
Bomber Knight Mini P.E.K.K.A Skeleton Army
Bomber Archers Knight Skeleton Army The Log Ram Rider
The Log Bomber Archers Knight Ram Rider
Mini P.E.K.K.A Ram Rider
Bomber Skeleton Army Archers Knight Mini 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.

Knight Mini P.E.K.K.A Skeleton Army Archers
Bomber Archers Knight Mini P.E.K.K.A The Log
Skeleton Army Knight Mini P.E.K.K.A The Log Ram Rider
Mini P.E.K.K.A Skeleton Army Knight The Log Ram Rider
Knight Mini P.E.K.K.A Skeleton Army Ram Rider
Archers Ram Rider
Mini P.E.K.K.A Skeleton Army Archers Knight Ram Rider
Mini P.E.K.K.A Knight Skeleton Army
Knight Mini P.E.K.K.A Skeleton Army The Log
Skeleton Army
Knight Mini P.E.K.K.A
Skeleton Army The Log
Mini P.E.K.K.A Skeleton Army Knight Ram Rider
Bomber Archers Skeleton Army
Skeleton Army Bomber Archers Knight Mini P.E.K.K.A The Log
Bomber Archers Mini P.E.K.K.A The Log

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.)

Knight The Log
The Log Ram Rider
The Log
Knight The Log
Bomber The Log
Ram Rider
Bomber Archers The Log
The Log Ram Rider
The Log Ram Rider
Mini P.E.K.K.A
Knight The Log Ram Rider
Archers
Knight The Log
The Log
Bomber The Log
The Log
Bomber Mini P.E.K.K.A
Bomber Archers Mini P.E.K.K.A The Log
Bomber The Log
The Log
The Log
The Log
The Log Bomber
The Log Ram Rider
The Log Ram Rider
The Log
Archers
Mini P.E.K.K.A
Bomber The Log
The Log
Archers Skeleton Army
Archers Ram Rider
The Log
Knight Mini P.E.K.K.A
The Log Bomber
The Log
The Log

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