My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Electro Wizard 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.

Battle Ram Giant Skeleton P.E.K.K.A Bandit Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Poison

Punishments

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

Battle Ram Bandit

Pump responses

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

Poison

Dropped at the bridge

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

Battle Ram Giant Skeleton P.E.K.K.A Bandit 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.

Giant Skeleton Bandit Electro Wizard 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
Battle Ram Giant Skeleton Bandit
Giant Snowball
Battle Ram
Zap
Battle Ram Bandit
Barbarian Barrel
Battle Ram Giant Skeleton Bandit Electro Wizard Magic Archer
The Log
Battle Ram Giant Skeleton Bandit
Earthquake
Arrows
Royal Delivery
Battle Ram Giant Skeleton P.E.K.K.A Bandit Electro Wizard Magic Archer
Fireball
Battle Ram Bandit Electro Wizard Magic Archer
Poison
Electro Wizard Magic Archer
Lightning
Battle Ram Bandit Electro Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Poison 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.

Battle Ram Poison Giant Skeleton 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.

Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Bandit Battle Ram Poison Electro Wizard Magic Archer Giant Skeleton P.E.K.K.A

Shortest cycle

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

13 Zap Bandit Battle Ram Poison

Attack Synergies 9 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
Battle Ram P.E.K.K.A Electro Wizard Poison Giant Skeleton Bandit Magic Archer
Battle Ram
Zap Poison Bandit Magic Archer P.E.K.K.A Electro Wizard
Poison
Battle Ram P.E.K.K.A Zap Giant Skeleton
Giant Skeleton
Zap Poison Bandit Electro Wizard Magic Archer
P.E.K.K.A
Zap Poison Electro Wizard Magic Archer Battle Ram
Bandit
Battle Ram Zap Giant Skeleton Electro Wizard Magic Archer
Electro Wizard
Zap P.E.K.K.A Battle Ram Giant Skeleton Bandit Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Zap Giant Skeleton Bandit Electro Wizard

Defense Synergies 1 12

Zap
Electro Wizard Poison Giant Skeleton P.E.K.K.A Bandit Magic Archer
Battle Ram
Poison
Zap Electro Wizard
Giant Skeleton
Zap Electro Wizard Magic Archer
P.E.K.K.A
Zap Electro Wizard
Bandit
Zap Electro Wizard Magic Archer
Electro Wizard
Zap Poison Giant Skeleton P.E.K.K.A Bandit Magic Archer
Magic Archer
Zap Giant Skeleton Bandit Electro Wizard

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 Electro Wizard Magic Archer
P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Giant Skeleton Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Poison Giant Skeleton P.E.K.K.A
Zap Bandit Electro Wizard Magic Archer
Electro Wizard Zap Poison Magic Archer
Zap Poison Giant Skeleton P.E.K.K.A Bandit Electro Wizard Magic Archer
P.E.K.K.A
Giant Skeleton Bandit Electro Wizard
Poison Electro Wizard Zap Giant Skeleton Bandit Magic Archer
Zap Poison Electro Wizard Magic Archer
P.E.K.K.A Zap Giant Skeleton Bandit Electro Wizard
Zap Poison P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Bandit Electro Wizard
Zap P.E.K.K.A Bandit Electro Wizard
Poison P.E.K.K.A Electro Wizard
Zap Bandit Electro Wizard Magic Archer
Zap Poison Giant Skeleton Bandit Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Poison Giant Skeleton P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

Zap Giant Skeleton P.E.K.K.A Bandit Electro Wizard
Poison Bandit Electro Wizard Zap Magic Archer
Giant Skeleton P.E.K.K.A Bandit Zap Electro Wizard
Giant Skeleton P.E.K.K.A Zap Bandit Electro Wizard
Giant Skeleton P.E.K.K.A Bandit
Poison Zap Electro Wizard Magic Archer
P.E.K.K.A Giant Skeleton Bandit Electro Wizard
Giant Skeleton P.E.K.K.A
Zap Giant Skeleton P.E.K.K.A Electro Wizard Poison Bandit Magic Archer
P.E.K.K.A
P.E.K.K.A Giant Skeleton
P.E.K.K.A Zap Poison Giant Skeleton Electro Wizard
Giant Skeleton P.E.K.K.A Bandit
Magic Archer
Electro Wizard Zap Poison Giant Skeleton P.E.K.K.A Magic Archer
Poison Zap Giant Skeleton P.E.K.K.A Electro Wizard 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.)

Poison Magic Archer Giant Skeleton Bandit
Poison Zap Bandit Electro Wizard Magic Archer
Poison Giant Skeleton Bandit Magic Archer
Poison Giant Skeleton
Poison Zap Magic Archer
Poison Zap Magic Archer
Poison Magic Archer
Poison Zap Magic Archer
Poison Zap Bandit
Poison Electro Wizard
Poison Zap Bandit Electro Wizard Magic Archer
Poison Zap Magic Archer
Poison Bandit Magic Archer
Poison Bandit Magic Archer
Zap Poison Magic Archer
Zap Poison Bandit Magic Archer
Magic Archer Poison Bandit
Poison
Zap Poison Bandit Electro Wizard Magic Archer
Zap Poison Magic Archer
Poison Giant Skeleton Magic Archer
Poison
Zap Poison
Zap Poison Magic Archer
Poison Zap Bandit Electro Wizard Magic Archer
Zap Poison Bandit Magic Archer
Poison Zap Bandit Magic Archer
Poison Zap Electro Wizard Magic Archer
Zap Electro Wizard Poison
Poison Zap Bandit Magic Archer
Zap Poison Electro Wizard Magic Archer
P.E.K.K.A Giant Skeleton
Poison Magic Archer
Zap Electro Wizard Bandit Magic Archer
Poison Zap Electro Wizard Magic Archer
Poison Electro Wizard Magic Archer
Zap Poison Magic Archer
Zap Poison Giant Skeleton
P.E.K.K.A
Zap Poison Giant Skeleton Electro Wizard Magic Archer
Zap Poison Electro Wizard Magic Archer
Poison Zap Giant Skeleton Bandit Electro Wizard Magic Archer

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