My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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.

Wizard

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.

Skeletons Bomber Wizard P.E.K.K.A Goblinstein

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 Barbarian Barrel Rage

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.

Barbarian Barrel 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
Skeletons Bomber
Giant Snowball
Skeletons Bomber
Zap
Skeletons Bomber
Barbarian Barrel
Skeletons Bomber Wizard
The Log
Skeletons Bomber
Earthquake
Skeletons Bomber
Arrows
Skeletons Bomber
Royal Delivery
Skeletons Bomber Wizard P.E.K.K.A
Fireball
Bomber Wizard
Poison
Bomber Wizard
Lightning
Wizard Goblinstein
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Wizard Barbarian Barrel

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.

Rage P.E.K.K.A

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.

Wizard

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.

Skeletons Bomber Zap Barbarian Barrel Rage Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

7 Skeletons Bomber Zap Barbarian Barrel

Attack Synergies 1 7

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.

Skeletons
Bomber
Zap Barbarian Barrel P.E.K.K.A
Zap
P.E.K.K.A Bomber Barbarian Barrel
Wizard
Rage P.E.K.K.A
Barbarian Barrel
Bomber Zap P.E.K.K.A
Rage
Wizard
P.E.K.K.A
Zap Bomber Wizard Barbarian Barrel
Goblinstein

Defense Synergies 0 13

Skeletons
Bomber Zap Wizard Barbarian Barrel P.E.K.K.A
Bomber
Skeletons Zap Barbarian Barrel P.E.K.K.A
Zap
Skeletons Bomber Barbarian Barrel P.E.K.K.A
Wizard
Skeletons Barbarian Barrel P.E.K.K.A
Barbarian Barrel
Skeletons Bomber Zap Wizard P.E.K.K.A
Rage
P.E.K.K.A
Skeletons Bomber Zap Wizard Barbarian Barrel
Goblinstein

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 Zap Wizard Barbarian Barrel
P.E.K.K.A Skeletons Zap
P.E.K.K.A Skeletons Bomber
P.E.K.K.A Skeletons
Bomber Barbarian Barrel P.E.K.K.A
Barbarian Barrel Skeletons Bomber Zap
Zap Wizard
Zap Barbarian Barrel P.E.K.K.A
P.E.K.K.A Skeletons
Skeletons Bomber Barbarian Barrel
Skeletons Bomber Zap Wizard Barbarian Barrel
Zap Wizard
P.E.K.K.A Skeletons Bomber Zap Wizard
Bomber Wizard Zap Barbarian Barrel P.E.K.K.A
P.E.K.K.A
Zap P.E.K.K.A
Wizard Skeletons Bomber P.E.K.K.A
Bomber Zap Wizard Barbarian Barrel
Zap Wizard Barbarian Barrel Bomber
P.E.K.K.A
Bomber Wizard Barbarian Barrel P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Zap Barbarian Barrel P.E.K.K.A
Bomber Zap Wizard Barbarian Barrel
P.E.K.K.A Skeletons Zap
P.E.K.K.A Zap Barbarian Barrel
P.E.K.K.A Skeletons
Wizard Skeletons Zap
P.E.K.K.A Skeletons
P.E.K.K.A
Zap P.E.K.K.A Skeletons Barbarian Barrel
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Zap
P.E.K.K.A Skeletons Wizard
Wizard Bomber
Skeletons Bomber Zap Barbarian Barrel P.E.K.K.A
Bomber Zap Wizard Barbarian Barrel P.E.K.K.A
Bomber Zap

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.)

Barbarian Barrel
Zap Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Bomber Wizard Zap Barbarian Barrel
Wizard Zap
Bomber Wizard
Zap Wizard Barbarian Barrel
Zap Wizard
Zap Wizard Barbarian Barrel
Zap Wizard
Barbarian Barrel
Barbarian Barrel
Zap Barbarian Barrel
Bomber Zap Wizard Barbarian Barrel
Wizard Barbarian Barrel
Barbarian Barrel
Bomber
Bomber Zap Wizard Barbarian Barrel
Bomber Zap Wizard Barbarian Barrel
Wizard
Zap Barbarian Barrel
Zap Bomber Wizard Barbarian Barrel
Zap Wizard Barbarian Barrel
Zap Wizard
Zap Barbarian Barrel
Zap Wizard
Zap Wizard
Bomber Zap Wizard
Zap
P.E.K.K.A
Wizard
Zap Barbarian Barrel
Zap Wizard
Barbarian Barrel
Wizard
Bomber Zap Wizard
Zap
P.E.K.K.A
Zap
Zap
Zap Barbarian Barrel
P.E.K.K.A
Wizard

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