My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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 high-damage unit!

You don't have a unit, that attacks air and deals high 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 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.

Firecracker

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.

Firecracker Royal Giant Fisherman

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Arrows 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.

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.

Firecracker 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 Guards Fisherman
Giant Snowball
Guards Fisherman
Zap
Firecracker Royal Giant Guards Fisherman
Barbarian Barrel
Firecracker Guards
The Log
Firecracker Royal Giant Mini P.E.K.K.A Guards Fisherman
Earthquake
Firecracker Guards
Arrows
Firecracker Guards
Royal Delivery
Firecracker Mini P.E.K.K.A Guards Fisherman
Fireball
Firecracker Fisherman
Poison
Firecracker Guards Fisherman
Lightning
Mini P.E.K.K.A Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker 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.

Arrows Mini P.E.K.K.A Guards

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

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 Arrows Firecracker Guards Fisherman Mini P.E.K.K.A Royal Giant

Shortest cycle

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

10 Zap The Log Arrows Firecracker

Attack Synergies 5 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.

Zap
Arrows Firecracker Royal Giant Mini P.E.K.K.A Guards The Log Fisherman
Arrows
Zap Royal Giant Mini P.E.K.K.A
Firecracker
Zap Royal Giant Mini P.E.K.K.A Fisherman
Royal Giant
Arrows Firecracker Fisherman Zap Guards The Log
Mini P.E.K.K.A
Zap Arrows Firecracker The Log
Guards
Zap Royal Giant The Log
The Log
Zap Royal Giant Mini P.E.K.K.A Guards Fisherman
Fisherman
Royal Giant Zap Firecracker The Log

Defense Synergies 4 13

Zap
Mini P.E.K.K.A Arrows Firecracker Guards The Log Fisherman
Arrows
Zap Mini P.E.K.K.A
Firecracker
The Log Zap Mini P.E.K.K.A Guards Fisherman
Royal Giant
Mini P.E.K.K.A
Zap The Log Arrows Firecracker Guards Fisherman
Guards
Fisherman Zap Firecracker Mini P.E.K.K.A The Log
The Log
Firecracker Mini P.E.K.K.A Zap Guards Fisherman
Fisherman
Guards Zap Firecracker 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.

Zap Firecracker The Log
Mini P.E.K.K.A Zap Firecracker The Log Fisherman
Mini P.E.K.K.A Fisherman
Mini P.E.K.K.A Firecracker Guards Fisherman
Arrows Firecracker Mini P.E.K.K.A The Log
Arrows The Log Zap Firecracker Guards
Zap Arrows Firecracker
Zap Arrows The Log
Mini P.E.K.K.A Fisherman
Guards Firecracker Mini P.E.K.K.A Fisherman
Guards Zap Arrows Firecracker The Log Fisherman
Arrows Zap Firecracker
Mini P.E.K.K.A Zap Guards The Log
Zap Arrows Firecracker Mini P.E.K.K.A Guards The Log
Mini P.E.K.K.A
Zap Mini P.E.K.K.A The Log Fisherman
Arrows Firecracker Mini P.E.K.K.A Fisherman
Arrows Zap Firecracker Guards The Log Fisherman
Zap Arrows The Log Firecracker Guards Fisherman
Mini P.E.K.K.A Fisherman
Arrows Firecracker Mini P.E.K.K.A Guards The Log Fisherman

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Zap Fisherman
Zap Arrows Firecracker Mini P.E.K.K.A The Log Fisherman
Guards Zap Mini P.E.K.K.A The Log Fisherman
Mini P.E.K.K.A Guards Zap The Log Fisherman
Mini P.E.K.K.A Guards Fisherman
Arrows Firecracker Zap
Mini P.E.K.K.A Guards
Mini P.E.K.K.A Fisherman
Zap Firecracker Mini P.E.K.K.A The Log
Guards
Mini P.E.K.K.A Guards
Zap Arrows Guards The Log
Mini P.E.K.K.A Guards
Firecracker
Guards Zap Firecracker Mini P.E.K.K.A The Log Fisherman
Arrows Zap Firecracker 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.)

Arrows Firecracker Guards The Log
Arrows Firecracker Zap The Log Fisherman
Arrows The Log
Arrows Firecracker Guards The Log
Zap Arrows Firecracker The Log
Arrows Firecracker Zap
Arrows Firecracker The Log
Arrows The Log Zap Firecracker
Arrows The Log Zap Firecracker Fisherman
Mini P.E.K.K.A Guards Fisherman
Firecracker Zap Arrows The Log Fisherman
Zap Arrows Firecracker
Firecracker The Log Fisherman
Arrows Firecracker Fisherman
Zap Arrows Firecracker The Log Fisherman
Zap Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows
Mini P.E.K.K.A Fisherman
Zap Arrows Firecracker Mini P.E.K.K.A The Log Fisherman
Zap Arrows Firecracker The Log
The Log
Arrows
The Log Fisherman
Zap Arrows The Log
Zap Arrows Firecracker The Log
Fisherman
Arrows Firecracker The Log Zap Fisherman
Zap Arrows The Log Fisherman
Zap Arrows Firecracker The Log Fisherman
Zap Arrows Firecracker
Zap Firecracker Guards
Mini P.E.K.K.A
Zap Arrows The Log
Zap Arrows Firecracker
Arrows Firecracker The Log
Zap Guards
Zap Arrows Firecracker
Arrows The Log
Firecracker Mini P.E.K.K.A
Arrows The Log Zap Firecracker
Zap Arrows
Firecracker
Zap Firecracker Guards The Log
Firecracker Zap
Zap Firecracker The Log

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