My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Missing cards in your collection

Wall Breakers

Deck tips

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

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 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.

Mega Minion

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.

Bomber Mega Minion P.E.K.K.A

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Arrows Fireball The Log

Punishments

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

Royal Hogs

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Hogs 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.

Royal Hogs

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
Bomber Royal Hogs Skeleton Army
Giant Snowball
Bomber Mega Minion Royal Hogs Skeleton Army
Zap
Bomber Royal Hogs Skeleton Army
Barbarian Barrel
Bomber Royal Hogs Skeleton Army
The Log
Bomber Royal Hogs Skeleton Army
Earthquake
Bomber Royal Hogs Skeleton Army
Arrows
Bomber Royal Hogs Skeleton Army
Royal Delivery
Bomber Mega Minion Royal Hogs Skeleton Army P.E.K.K.A
Fireball
Bomber Mega Minion Royal Hogs Skeleton Army
Poison
Bomber Mega Minion Royal Hogs Skeleton Army
Lightning
Mega Minion
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Fireball 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.

Arrows Mega Minion Skeleton Army 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.

Fireball Skeleton Army

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.

Fireball

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bomber The Log Arrows Mega Minion Skeleton Army Fireball Royal Hogs P.E.K.K.A

Shortest cycle

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

10 Bomber The Log Arrows Mega Minion

Attack Synergies 3 8

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.

Bomber
Royal Hogs P.E.K.K.A
Arrows
Fireball Royal Hogs P.E.K.K.A Mega Minion
Mega Minion
Arrows Fireball
Fireball
Arrows Mega Minion Royal Hogs The Log
Royal Hogs
Arrows Bomber Fireball The Log
Skeleton Army
P.E.K.K.A
Arrows Bomber The Log
The Log
Fireball Royal Hogs P.E.K.K.A

Defense Synergies 2 8

Bomber
P.E.K.K.A The Log
Arrows
Mega Minion Fireball P.E.K.K.A
Mega Minion
Arrows Skeleton Army The Log
Fireball
The Log Arrows
Royal Hogs
Skeleton Army
Mega Minion The Log
P.E.K.K.A
The Log Bomber Arrows
The Log
Fireball P.E.K.K.A Bomber Mega Minion Skeleton Army

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.

Bomber Mega Minion Fireball The Log
Skeleton Army P.E.K.K.A Bomber Mega Minion The Log
Skeleton Army P.E.K.K.A Bomber Mega Minion
Skeleton Army P.E.K.K.A Bomber Mega Minion
Bomber Arrows Fireball Skeleton Army P.E.K.K.A The Log
Arrows Fireball Skeleton Army The Log Bomber Mega Minion
Mega Minion Arrows Fireball
Arrows Fireball P.E.K.K.A The Log
P.E.K.K.A Skeleton Army
Skeleton Army Bomber
Skeleton Army Bomber Arrows Mega Minion Fireball The Log
Arrows Mega Minion Fireball
Skeleton Army P.E.K.K.A Bomber Fireball The Log
Bomber Fireball Skeleton Army Arrows Mega Minion P.E.K.K.A The Log
Skeleton Army P.E.K.K.A
Skeleton Army Fireball P.E.K.K.A The Log
Bomber Arrows Fireball Skeleton Army P.E.K.K.A
Arrows Fireball Bomber Mega Minion Skeleton Army The Log
Arrows The Log Bomber Mega Minion Fireball
P.E.K.K.A
Bomber Skeleton Army Arrows Fireball 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.

Skeleton Army Fireball P.E.K.K.A
Fireball Bomber Arrows Mega Minion The Log
Skeleton Army P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Fireball The Log
P.E.K.K.A Skeleton Army
Arrows Fireball
Skeleton Army P.E.K.K.A Mega Minion Fireball
P.E.K.K.A Skeleton Army
P.E.K.K.A Mega Minion Fireball Skeleton Army The Log
P.E.K.K.A Mega Minion Skeleton Army
P.E.K.K.A Mega Minion
Skeleton Army P.E.K.K.A Arrows Fireball The Log
Skeleton Army P.E.K.K.A Fireball
Bomber Fireball Skeleton Army
Skeleton Army Bomber Mega Minion Fireball P.E.K.K.A The Log
Arrows Bomber Mega Minion Fireball 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.)

Fireball Arrows The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball The Log
Bomber Fireball Arrows The Log
Arrows Fireball Mega Minion
Bomber Arrows The Log
Arrows Fireball The Log
Arrows Fireball The Log
Fireball
Arrows Fireball The Log
Fireball Arrows
Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Bomber Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball
Bomber
Bomber Arrows Mega Minion Fireball The Log
Bomber Arrows Fireball The Log
Fireball The Log
Arrows Fireball
The Log
Arrows Fireball The Log
Arrows The Log Bomber Fireball
Mega Minion
Arrows Fireball The Log
Fireball Arrows The Log
Fireball Arrows The Log
Arrows Fireball
Mega Minion Fireball
Mega Minion Fireball
Bomber Arrows Fireball The Log
Arrows Fireball
P.E.K.K.A
Arrows Fireball The Log
Fireball Skeleton Army
Fireball Arrows Mega Minion
Arrows The Log Fireball
Fireball Mega Minion
Arrows The Log Bomber Fireball
Arrows Fireball
Mega Minion P.E.K.K.A
Fireball The Log
Fireball
Fireball The Log

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