My Best Clash Royale Deck

Deck Check Rating

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

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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Baby Dragon Magic Archer

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.

Archers Knight Baby Dragon P.E.K.K.A Fisherman Magic Archer

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap The Log

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 Baby Dragon P.E.K.K.A Magic Archer

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.

Magic Archer

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
Archers Fisherman
Giant Snowball
Archers Baby Dragon Fisherman
Zap
Archers Fisherman
Barbarian Barrel
Archers Knight Magic Archer
The Log
Archers Fisherman
Earthquake
Archers
Arrows
Archers
Royal Delivery
Archers Knight Baby Dragon P.E.K.K.A Fisherman Magic Archer
Fireball
Archers Baby Dragon Fisherman Magic Archer
Poison
Archers Fisherman Magic Archer
Lightning
Knight Baby Dragon Fisherman Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon The Log Magic Archer

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.

Knight Baby Dragon P.E.K.K.A

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.

Zap The Log Archers Knight Fisherman Baby Dragon Magic Archer P.E.K.K.A

Shortest cycle

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

10 Zap The Log Archers Knight

Attack Synergies 4 17

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
P.E.K.K.A Archers Knight Baby Dragon The Log Fisherman Magic Archer
Archers
Knight Zap Baby Dragon P.E.K.K.A Fisherman
Knight
Archers Baby Dragon Zap The Log Magic Archer
Baby Dragon
Knight Zap Archers P.E.K.K.A Fisherman
P.E.K.K.A
Zap Magic Archer Archers Baby Dragon The Log Fisherman
The Log
Zap Knight P.E.K.K.A Fisherman Magic Archer
Fisherman
Zap Archers Baby Dragon P.E.K.K.A The Log
Magic Archer
P.E.K.K.A Zap Knight The Log

Defense Synergies 3 20

Zap
Archers Knight Baby Dragon P.E.K.K.A The Log Fisherman Magic Archer
Archers
Knight Zap Baby Dragon P.E.K.K.A The Log Fisherman
Knight
Archers Magic Archer Zap Baby Dragon The Log Fisherman
Baby Dragon
Zap Archers Knight P.E.K.K.A The Log
P.E.K.K.A
The Log Zap Archers Baby Dragon Fisherman
The Log
P.E.K.K.A Zap Archers Knight Baby Dragon Fisherman Magic Archer
Fisherman
Zap Archers Knight P.E.K.K.A The Log Magic Archer
Magic Archer
Knight Zap The Log Fisherman

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 Knight Baby Dragon The Log Magic Archer
P.E.K.K.A Zap Knight The Log Fisherman
P.E.K.K.A Fisherman Archers Knight
P.E.K.K.A Knight Fisherman
P.E.K.K.A The Log
The Log Zap Archers Baby Dragon Magic Archer
Zap Archers Baby Dragon Magic Archer
Zap Baby Dragon P.E.K.K.A The Log Magic Archer
P.E.K.K.A Fisherman
Knight Archers Fisherman
Archers Zap Knight Baby Dragon The Log Fisherman Magic Archer
Zap Archers Baby Dragon Magic Archer
P.E.K.K.A Zap Knight The Log
Zap Baby Dragon P.E.K.K.A The Log Magic Archer
P.E.K.K.A Knight
Zap P.E.K.K.A The Log Fisherman
Knight P.E.K.K.A Fisherman
Zap Archers Knight Baby Dragon The Log Fisherman Magic Archer
Zap Baby Dragon The Log Archers Knight Fisherman Magic Archer
P.E.K.K.A Fisherman
Archers Knight Baby Dragon P.E.K.K.A The Log Fisherman

Counters to secondary win conditions

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

Knight Zap Archers P.E.K.K.A Fisherman
Zap Archers Knight Baby Dragon The Log Fisherman Magic Archer
P.E.K.K.A Zap Knight The Log Fisherman
P.E.K.K.A Zap Knight The Log Fisherman
P.E.K.K.A Knight Fisherman
Zap Archers Baby Dragon Magic Archer
P.E.K.K.A Archers Knight
P.E.K.K.A Knight Fisherman
Zap P.E.K.K.A Knight Baby Dragon The Log Magic Archer
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Zap The Log
P.E.K.K.A Knight
Archers Baby Dragon Magic Archer
Zap Archers Knight Baby Dragon P.E.K.K.A The Log Fisherman Magic Archer
Zap Archers Baby Dragon P.E.K.K.A The Log Magic Archer

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.)

Magic Archer Knight Baby Dragon The Log
Zap Baby Dragon The Log Fisherman Magic Archer
Baby Dragon The Log Magic Archer
Knight The Log
Zap Baby Dragon The Log Magic Archer
Zap Baby Dragon Magic Archer
Archers Baby Dragon The Log Magic Archer
The Log Zap Baby Dragon Magic Archer
The Log Zap Fisherman
Fisherman
Zap Knight The Log Fisherman Magic Archer
Zap Archers Baby Dragon Magic Archer
Knight Baby Dragon The Log Fisherman Magic Archer
Baby Dragon Fisherman Magic Archer
Zap Baby Dragon The Log Fisherman Magic Archer
Zap Baby Dragon The Log Magic Archer
Magic Archer Baby Dragon The Log
Fisherman
Zap Archers Baby Dragon The Log Fisherman Magic Archer
Zap Baby Dragon The Log Magic Archer
Baby Dragon The Log Magic Archer
The Log Fisherman
Zap Baby Dragon The Log
Zap The Log Baby Dragon Magic Archer
Fisherman
The Log Zap Baby Dragon Fisherman Magic Archer
Zap Baby Dragon The Log Fisherman Magic Archer
Zap Baby Dragon The Log Fisherman Magic Archer
Zap Archers Baby Dragon Magic Archer
Zap
Zap The Log Magic Archer
Zap Magic Archer
P.E.K.K.A
The Log Magic Archer
Zap Archers Magic Archer
Zap Archers Baby Dragon Magic Archer
The Log
Knight Baby Dragon Magic Archer
The Log Zap Baby Dragon Magic Archer
Zap
P.E.K.K.A
Zap Baby Dragon The Log Magic Archer
Zap Magic Archer
Zap Baby Dragon The Log Magic Archer

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