My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions Wizard Three Musketeers

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.

Giant Wizard Three Musketeers

Offensive cards

Win conditions

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

Giant Three Musketeers

Damage spells

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

Zap The Log

Punishments

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

Elite Barbarians Mini P.E.K.K.A Giant

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.

Elite Barbarians Mini P.E.K.K.A Giant

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.

Elite Barbarians Mini P.E.K.K.A

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
Minions Elite Barbarians Giant Three Musketeers
Giant Snowball
Minions Three Musketeers
Zap
Minions Three Musketeers
Barbarian Barrel
Elite Barbarians Wizard Three Musketeers
The Log
Elite Barbarians Mini P.E.K.K.A Three Musketeers
Earthquake
Arrows
Minions
Royal Delivery
Minions Elite Barbarians Mini P.E.K.K.A Wizard Three Musketeers
Fireball
Minions Elite Barbarians Wizard Three Musketeers
Poison
Minions Wizard Three Musketeers
Lightning
Elite Barbarians Mini P.E.K.K.A Wizard Three Musketeers
Rocket
Elite Barbarians Wizard Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard The Log

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.

Mini 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.

Elite Barbarians

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.

Minions Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Minions Mini P.E.K.K.A Giant Wizard Elite Barbarians Three Musketeers

Shortest cycle

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

11 Zap The Log Minions Mini P.E.K.K.A

Attack Synergies 4 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
Elite Barbarians Giant Minions Mini P.E.K.K.A Three Musketeers The Log
Minions
Giant Zap Elite Barbarians Mini P.E.K.K.A
Elite Barbarians
Zap Minions Wizard Three Musketeers The Log
Mini P.E.K.K.A
Giant Zap Minions Wizard The Log
Giant
Zap Minions Mini P.E.K.K.A Wizard Three Musketeers The Log
Wizard
Elite Barbarians Mini P.E.K.K.A Giant
Three Musketeers
Zap Elite Barbarians Giant The Log
The Log
Zap Elite Barbarians Mini P.E.K.K.A Giant Three Musketeers

Defense Synergies 2 11

Zap
Mini P.E.K.K.A Minions Elite Barbarians Three Musketeers The Log
Minions
Zap The Log
Elite Barbarians
Zap Mini P.E.K.K.A Wizard The Log
Mini P.E.K.K.A
Zap The Log Elite Barbarians Wizard
Giant
Wizard
Elite Barbarians Mini P.E.K.K.A The Log
Three Musketeers
Zap The Log
The Log
Mini P.E.K.K.A Zap Minions Elite Barbarians Wizard Three Musketeers

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 Minions Wizard The Log
Elite Barbarians Mini P.E.K.K.A Zap Minions Three Musketeers The Log
Mini P.E.K.K.A Three Musketeers Minions Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Three Musketeers Minions
Elite Barbarians Mini P.E.K.K.A The Log
The Log Zap Minions
Minions Three Musketeers Zap Wizard
Zap The Log
Mini P.E.K.K.A Three Musketeers Minions Elite Barbarians
Elite Barbarians Mini P.E.K.K.A
Minions Zap Wizard The Log
Minions Three Musketeers Zap Wizard
Mini P.E.K.K.A Zap Minions Elite Barbarians Wizard Three Musketeers The Log
Wizard Three Musketeers Zap Minions Mini P.E.K.K.A The Log
Elite Barbarians Mini P.E.K.K.A Three Musketeers
Zap Elite Barbarians Mini P.E.K.K.A Three Musketeers The Log
Wizard Three Musketeers Minions Elite Barbarians Mini P.E.K.K.A
Zap Minions Elite Barbarians Wizard Three Musketeers The Log
Zap Wizard The Log Minions
Mini P.E.K.K.A Elite Barbarians Three Musketeers
Wizard Minions Elite Barbarians 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.

Mini P.E.K.K.A Zap Elite Barbarians
Zap Elite Barbarians Mini P.E.K.K.A Wizard The Log
Zap Minions Elite Barbarians Mini P.E.K.K.A The Log
Mini P.E.K.K.A Zap Elite Barbarians The Log
Elite Barbarians Mini P.E.K.K.A Three Musketeers
Wizard Zap Minions Three Musketeers
Mini P.E.K.K.A Minions Elite Barbarians
Mini P.E.K.K.A Elite Barbarians
Zap Minions Elite Barbarians Mini P.E.K.K.A The Log
Three Musketeers
Minions Elite Barbarians Mini P.E.K.K.A
Zap Elite Barbarians The Log
Elite Barbarians Mini P.E.K.K.A Wizard Three Musketeers
Wizard Three Musketeers
Elite Barbarians Zap Minions Mini P.E.K.K.A Three Musketeers The Log
Minions Zap Elite Barbarians Mini P.E.K.K.A Wizard 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.)

The Log
Zap The Log
The Log
The Log
Wizard Zap The Log
Wizard Zap Minions
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Minions Elite Barbarians Mini P.E.K.K.A Three Musketeers
Zap Wizard The Log
Zap Wizard
Elite Barbarians Three Musketeers The Log
Minions
Zap Elite Barbarians The Log
Zap Wizard Three Musketeers The Log
Wizard Three Musketeers The Log
Three Musketeers
Minions Mini P.E.K.K.A
Zap Mini P.E.K.K.A Wizard Three Musketeers The Log
Zap Wizard The Log
Minions The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard
The Log Zap Wizard
Zap Wizard The Log
Zap The Log
Elite Barbarians Zap Wizard
Zap Minions Wizard
Elite Barbarians Mini P.E.K.K.A
Zap Wizard The Log
Zap
Wizard The Log
Zap Minions
Zap Wizard Three Musketeers
The Log
Mini P.E.K.K.A Wizard Three Musketeers
The Log Zap Wizard
Zap
Elite Barbarians Three Musketeers
Zap Minions Elite Barbarians The Log
Zap
Zap The Log

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