My Best Clash Royale Deck

Deck Check Rating

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

4 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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 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 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 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!
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.

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.

Knight Three Musketeers Dark Prince Prince P.E.K.K.A Lumberjack Mega Knight

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Missing

Punishments

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

Dark Prince Prince Lumberjack 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.

Knight Heal Spirit Dark Prince Prince P.E.K.K.A Lumberjack 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.

Dark Prince Lumberjack

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 Dark Prince Prince
Giant Snowball
Three Musketeers Lumberjack
Zap
Three Musketeers Dark Prince Prince
Barbarian Barrel
Knight Heal Spirit Three Musketeers Dark Prince Lumberjack
The Log
Heal Spirit Three Musketeers Dark Prince Prince Lumberjack
Earthquake
Arrows
Heal Spirit
Royal Delivery
Knight Heal Spirit Three Musketeers Dark Prince Prince P.E.K.K.A Lumberjack
Fireball
Three Musketeers Lumberjack
Poison
Three Musketeers
Lightning
Knight Three Musketeers Dark Prince Prince Lumberjack
Rocket
Three Musketeers Prince

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 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.

Knight Heal Spirit Dark Prince Prince 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 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.

Heal Spirit Knight Dark Prince Lumberjack Prince P.E.K.K.A Mega Knight Three Musketeers

Shortest cycle

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

12 Heal Spirit Knight Dark Prince Lumberjack

Attack Synergies 4 13

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.

Knight
Three Musketeers Heal Spirit Prince Lumberjack
Heal Spirit
Prince Knight Three Musketeers Dark Prince P.E.K.K.A Lumberjack Mega Knight
Three Musketeers
Knight Heal Spirit Dark Prince
Dark Prince
Prince Heal Spirit Three Musketeers Lumberjack
Prince
Heal Spirit Dark Prince Mega Knight Knight Lumberjack
P.E.K.K.A
Heal Spirit Lumberjack
Lumberjack
Knight Heal Spirit Dark Prince Prince P.E.K.K.A Mega Knight
Mega Knight
Prince Heal Spirit Lumberjack

Defense Synergies 0 3

Knight
Three Musketeers Lumberjack
Heal Spirit
Three Musketeers
Knight
Dark Prince
Prince
Prince
Dark Prince
P.E.K.K.A
Lumberjack
Knight
Mega Knight

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.

Knight
P.E.K.K.A Lumberjack Knight Three Musketeers Dark Prince Prince Mega Knight
Three Musketeers Prince P.E.K.K.A Lumberjack Mega Knight Knight Dark Prince
Three Musketeers Prince P.E.K.K.A Lumberjack Knight Dark Prince Mega Knight
Dark Prince Prince P.E.K.K.A Lumberjack Mega Knight
Dark Prince Lumberjack Mega Knight
Three Musketeers
P.E.K.K.A Mega Knight
Three Musketeers P.E.K.K.A Prince Lumberjack
Knight Dark Prince Prince Lumberjack Mega Knight
Knight Dark Prince Lumberjack Mega Knight
Three Musketeers
Prince P.E.K.K.A Lumberjack Mega Knight Knight Three Musketeers Dark Prince
Three Musketeers Mega Knight Dark Prince Prince P.E.K.K.A Lumberjack
P.E.K.K.A Knight Three Musketeers Prince Lumberjack Mega Knight
Three Musketeers Prince P.E.K.K.A Lumberjack Mega Knight
Three Musketeers Mega Knight Knight Dark Prince Prince P.E.K.K.A Lumberjack
Mega Knight Knight Three Musketeers Dark Prince Prince Lumberjack
Knight Dark Prince Lumberjack Mega Knight
P.E.K.K.A Three Musketeers Prince Lumberjack
Dark Prince Mega Knight Knight Prince P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack Mega Knight Dark Prince Prince P.E.K.K.A
Knight Prince Lumberjack Mega Knight
P.E.K.K.A Lumberjack Mega Knight Knight Dark Prince Prince
Dark Prince Prince P.E.K.K.A Lumberjack Mega Knight Knight
P.E.K.K.A Knight Three Musketeers Dark Prince Prince Lumberjack Mega Knight
Three Musketeers
Dark Prince Prince P.E.K.K.A Knight Lumberjack
P.E.K.K.A Mega Knight Knight Dark Prince Prince Lumberjack
P.E.K.K.A Mega Knight Knight Dark Prince Prince
P.E.K.K.A Three Musketeers
P.E.K.K.A Mega Knight Knight Dark Prince Prince Lumberjack
P.E.K.K.A Mega Knight Dark Prince Prince
Dark Prince Prince P.E.K.K.A Mega Knight Knight Three Musketeers Lumberjack
Three Musketeers Mega Knight
Knight Three Musketeers Dark Prince Prince P.E.K.K.A Lumberjack
Mega Knight 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.)

Knight
Knight Dark Prince Prince
Dark Prince Mega Knight
Three Musketeers Prince Lumberjack
Knight Dark Prince Prince
Knight Three Musketeers
Prince
Three Musketeers
Three Musketeers Mega Knight
Three Musketeers
Three Musketeers Dark Prince Prince Mega Knight
Mega Knight
Prince Mega Knight
Prince
Dark Prince Mega Knight
Prince Mega Knight
Mega Knight
P.E.K.K.A Prince Mega Knight
Dark Prince Prince
Three Musketeers
Knight Three Musketeers Dark Prince Prince Lumberjack Mega Knight
Three Musketeers Dark Prince Prince P.E.K.K.A Mega Knight
Dark Prince Prince Mega Knight

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