My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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.

Musketeer 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 Musketeer Three Musketeers P.E.K.K.A

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.

Zap Rage The Log

Punishments

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

Elite Barbarians

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 Elite Barbarians 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.

Elite Barbarians

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

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Knight Rage 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.

Musketeer 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 Rage The Log Knight Musketeer Elite Barbarians P.E.K.K.A Three Musketeers

Shortest cycle

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

9 Zap Rage The Log Knight

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
Elite Barbarians P.E.K.K.A Knight Musketeer Three Musketeers The Log
Knight
Musketeer Three Musketeers Zap Elite Barbarians The Log
Elite Barbarians
Zap Rage Knight Three Musketeers The Log
Musketeer
Knight Zap P.E.K.K.A The Log
Three Musketeers
Knight Zap Elite Barbarians Rage The Log
Rage
Elite Barbarians Three Musketeers
P.E.K.K.A
Zap Musketeer The Log
The Log
Zap Knight Elite Barbarians Musketeer Three Musketeers P.E.K.K.A

Defense Synergies 3 11

Zap
Knight Elite Barbarians Musketeer Three Musketeers P.E.K.K.A The Log
Knight
Musketeer Zap Three Musketeers The Log
Elite Barbarians
Zap The Log
Musketeer
Knight The Log Zap P.E.K.K.A
Three Musketeers
Zap Knight The Log
Rage
P.E.K.K.A
The Log Zap Musketeer
The Log
Musketeer P.E.K.K.A Zap Knight Elite Barbarians 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 Knight Musketeer The Log
Elite Barbarians P.E.K.K.A Zap Knight Musketeer Three Musketeers The Log
Three Musketeers P.E.K.K.A Knight Elite Barbarians Musketeer
Elite Barbarians Three Musketeers P.E.K.K.A Knight Musketeer
Elite Barbarians P.E.K.K.A The Log
The Log Zap Musketeer
Musketeer Three Musketeers Zap
Zap Musketeer P.E.K.K.A The Log
Three Musketeers P.E.K.K.A Elite Barbarians Musketeer
Knight Elite Barbarians Musketeer
Zap Knight Musketeer The Log
Musketeer Three Musketeers Zap
P.E.K.K.A Zap Knight Elite Barbarians Musketeer Three Musketeers The Log
Three Musketeers Zap P.E.K.K.A The Log
Elite Barbarians P.E.K.K.A Knight Three Musketeers
Zap Elite Barbarians Three Musketeers P.E.K.K.A The Log
Three Musketeers Knight Elite Barbarians Musketeer P.E.K.K.A
Zap Knight Elite Barbarians Musketeer Three Musketeers The Log
Zap The Log Knight Musketeer
P.E.K.K.A Elite Barbarians Musketeer Three Musketeers
Knight Elite Barbarians Musketeer 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.

Knight Zap Elite Barbarians P.E.K.K.A
Zap Knight Elite Barbarians Musketeer The Log
P.E.K.K.A Zap Knight Elite Barbarians Musketeer The Log
P.E.K.K.A Zap Knight Elite Barbarians Musketeer The Log
P.E.K.K.A Knight Elite Barbarians Musketeer Three Musketeers
Zap Musketeer Three Musketeers
P.E.K.K.A Knight Elite Barbarians Musketeer
P.E.K.K.A Knight Elite Barbarians
Zap P.E.K.K.A Knight Elite Barbarians The Log
P.E.K.K.A Musketeer Three Musketeers
P.E.K.K.A Knight Elite Barbarians Musketeer
P.E.K.K.A Zap Elite Barbarians The Log
Elite Barbarians P.E.K.K.A Knight Three Musketeers
Musketeer Three Musketeers
Elite Barbarians Zap Knight Musketeer Three Musketeers P.E.K.K.A The Log
Zap Elite Barbarians Musketeer 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.)

Knight Musketeer The Log
Zap Musketeer The Log
The Log
Knight Musketeer The Log
Zap The Log
Zap Musketeer
Musketeer The Log
The Log Zap
The Log Zap
Elite Barbarians Musketeer Three Musketeers
Zap Knight Musketeer The Log
Zap Musketeer
Knight Elite Barbarians Musketeer Three Musketeers The Log
Musketeer
Zap Elite Barbarians Musketeer The Log
Zap Musketeer Three Musketeers The Log
Musketeer Three Musketeers The Log
Three Musketeers
Zap Musketeer Three Musketeers The Log
Zap The Log
Musketeer The Log
Musketeer The Log
Zap Musketeer The Log
Zap The Log
The Log Zap Musketeer
Zap Musketeer The Log
Zap Musketeer The Log
Elite Barbarians Zap Musketeer
Zap Musketeer
Elite Barbarians
Zap Musketeer The Log
Zap
P.E.K.K.A
The Log
Zap Musketeer
Zap Musketeer Three Musketeers
The Log
Knight Musketeer Three Musketeers
The Log Zap Musketeer
Zap
Elite Barbarians Musketeer Three Musketeers P.E.K.K.A
Zap Elite Barbarians Musketeer The Log
Zap Musketeer
Zap Musketeer The Log

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