My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit 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.

Royal Giant Wizard Three Musketeers

Offensive cards

Win conditions

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

Royal 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.

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

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.

Fire Spirit Barbarians Royal Giant Mini P.E.K.K.A

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

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard 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.

Fire Spirit 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.

Royal Giant

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.

Fire Spirit Barbarians 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.

Fire Spirit Zap The Log Mini P.E.K.K.A Barbarians Wizard Royal Giant Three Musketeers

Shortest cycle

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

9 Fire Spirit Zap The Log Mini P.E.K.K.A

Attack Synergies 1 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.

Fire Spirit
Royal Giant Zap Mini P.E.K.K.A Three Musketeers
Zap
Fire Spirit Royal Giant Mini P.E.K.K.A Three Musketeers The Log
Barbarians
Royal Giant
Fire Spirit Zap Wizard The Log
Mini P.E.K.K.A
Fire Spirit Zap Wizard The Log
Wizard
Royal Giant Mini P.E.K.K.A
Three Musketeers
Fire Spirit Zap The Log
The Log
Zap Royal Giant Mini P.E.K.K.A Three Musketeers

Defense Synergies 2 9

Fire Spirit
Zap Mini P.E.K.K.A The Log
Zap
Mini P.E.K.K.A Fire Spirit Barbarians Three Musketeers The Log
Barbarians
Zap
Royal Giant
Mini P.E.K.K.A
Zap The Log Fire Spirit Wizard
Wizard
Mini P.E.K.K.A The Log
Three Musketeers
Zap The Log
The Log
Mini P.E.K.K.A Fire Spirit Zap 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 Wizard The Log
Barbarians Mini P.E.K.K.A Zap Three Musketeers The Log
Barbarians Mini P.E.K.K.A Three Musketeers Fire Spirit
Barbarians Mini P.E.K.K.A Three Musketeers
Barbarians Mini P.E.K.K.A The Log
The Log Fire Spirit Zap
Three Musketeers Fire Spirit Zap Wizard
Zap Barbarians The Log
Barbarians Mini P.E.K.K.A Three Musketeers
Fire Spirit Barbarians Mini P.E.K.K.A
Barbarians Zap Wizard The Log
Three Musketeers Zap Wizard
Barbarians Mini P.E.K.K.A Fire Spirit Zap Wizard Three Musketeers The Log
Fire Spirit Wizard Three Musketeers Zap Barbarians Mini P.E.K.K.A The Log
Barbarians Mini P.E.K.K.A Three Musketeers
Barbarians Zap Mini P.E.K.K.A Three Musketeers The Log
Barbarians Wizard Three Musketeers Mini P.E.K.K.A
Fire Spirit Zap Barbarians Wizard Three Musketeers The Log
Zap Wizard The Log Fire Spirit Barbarians
Barbarians Mini P.E.K.K.A Three Musketeers
Wizard Fire Spirit 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.

Barbarians Mini P.E.K.K.A Zap
Zap Mini P.E.K.K.A Wizard The Log
Barbarians Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A Zap Barbarians The Log
Barbarians Mini P.E.K.K.A Three Musketeers
Fire Spirit Wizard Zap Three Musketeers
Mini P.E.K.K.A Barbarians
Mini P.E.K.K.A Barbarians
Zap Barbarians Mini P.E.K.K.A The Log
Barbarians Three Musketeers
Barbarians Mini P.E.K.K.A
Zap Barbarians The Log
Barbarians Mini P.E.K.K.A Wizard Three Musketeers
Wizard Barbarians Three Musketeers
Barbarians Zap Mini P.E.K.K.A Three Musketeers The Log
Zap 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
Barbarians The Log
Wizard Fire Spirit Zap The Log
Wizard Fire Spirit Zap
Fire Spirit Wizard The Log
The Log Fire Spirit Zap Wizard
The Log Zap Wizard
Fire Spirit Mini P.E.K.K.A Three Musketeers
Zap Wizard The Log
Fire Spirit Zap Wizard
Fire Spirit Three Musketeers The Log
Zap The Log
Zap Wizard Three Musketeers The Log
Wizard Three Musketeers The Log
Three Musketeers
Mini P.E.K.K.A
Fire Spirit Zap Mini P.E.K.K.A Wizard Three Musketeers The Log
Fire Spirit Zap Wizard The Log
The Log
Wizard
The Log
Zap Barbarians The Log
Zap The Log Fire Spirit Wizard
The Log Zap Wizard
Zap Wizard The Log
Zap The Log
Fire Spirit Zap Wizard
Zap Wizard
Mini P.E.K.K.A
Zap Wizard The Log
Zap
Wizard The Log
Zap Fire Spirit Barbarians
Fire Spirit Zap Wizard Three Musketeers
The Log
Mini P.E.K.K.A Wizard Three Musketeers
The Log Zap Wizard
Zap
Three Musketeers
Zap The Log
Zap
Zap The Log

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