My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings 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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Bats Flying Machine Witch Goblin Giant Electro 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.

Bats Flying Machine Witch Goblin Giant P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Fireball

Punishments

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

Goblin Giant

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.

Flying Machine Goblin Giant 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.

Electro Wizard

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
Bats
Giant Snowball
Bats Flying Machine Witch
Zap
Bats Flying Machine Witch Goblin Giant
Barbarian Barrel
Witch Electro Wizard
The Log
Witch
Earthquake
Witch
Arrows
Bats Flying Machine Witch
Royal Delivery
Bats Flying Machine Witch P.E.K.K.A Electro Wizard
Fireball
Flying Machine Witch Electro Wizard
Poison
Bats Flying Machine Witch Electro Wizard
Lightning
Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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.

Bats 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

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 Witch 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.

Mirror Bats Fireball Flying Machine Electro Wizard Witch Goblin Giant P.E.K.K.A

Shortest cycle

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

10 Mirror Bats Fireball Flying Machine

Attack Synergies 3 10

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.

Bats
Flying Machine Goblin Giant P.E.K.K.A
Fireball
Mirror Goblin Giant Electro Wizard
Flying Machine
Bats Mirror Goblin Giant P.E.K.K.A
Mirror
Fireball Flying Machine
Witch
Goblin Giant P.E.K.K.A
Goblin Giant
Fireball Bats Flying Machine Witch Electro Wizard
P.E.K.K.A
Electro Wizard Bats Flying Machine Witch
Electro Wizard
P.E.K.K.A Fireball Goblin Giant

Defense Synergies 2 11

Bats
Goblin Giant P.E.K.K.A Electro Wizard
Fireball
Mirror Goblin Giant Electro Wizard
Flying Machine
Mirror P.E.K.K.A Electro Wizard
Mirror
Fireball Flying Machine Electro Wizard
Witch
Electro Wizard
Goblin Giant
Fireball Bats Electro Wizard
P.E.K.K.A
Bats Flying Machine Electro Wizard
Electro Wizard
Bats Fireball Flying Machine Mirror Witch Goblin Giant P.E.K.K.A

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.

Fireball Flying Machine Goblin Giant Electro Wizard
P.E.K.K.A Bats Flying Machine Witch Electro Wizard
Witch P.E.K.K.A Bats Electro Wizard
Witch P.E.K.K.A Bats Electro Wizard
Fireball P.E.K.K.A
Fireball Bats Flying Machine Electro Wizard
Bats Electro Wizard Fireball Flying Machine Witch
Fireball Flying Machine Goblin Giant P.E.K.K.A Electro Wizard
Witch P.E.K.K.A
Electro Wizard
Bats Witch Electro Wizard Fireball Flying Machine Goblin Giant
Bats Fireball Flying Machine Witch Electro Wizard
P.E.K.K.A Bats Fireball Flying Machine Witch Electro Wizard
Fireball Bats Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Fireball P.E.K.K.A Electro Wizard
Bats Fireball Witch P.E.K.K.A Electro Wizard
Fireball Bats Flying Machine Witch Electro Wizard
Witch Bats Fireball Flying Machine Electro Wizard
P.E.K.K.A Electro Wizard
Bats Fireball Flying Machine Witch Goblin Giant P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Fireball Witch P.E.K.K.A Electro Wizard
Fireball Electro Wizard Flying Machine
P.E.K.K.A Bats Witch Goblin Giant Electro Wizard
P.E.K.K.A Bats Fireball Goblin Giant Electro Wizard
P.E.K.K.A Witch Goblin Giant
Fireball Bats Flying Machine Witch Goblin Giant Electro Wizard
P.E.K.K.A Bats Fireball Flying Machine Witch Goblin Giant Electro Wizard
P.E.K.K.A Goblin Giant
P.E.K.K.A Electro Wizard Bats Fireball Flying Machine Witch
Witch P.E.K.K.A Goblin Giant
P.E.K.K.A Bats Flying Machine Witch
P.E.K.K.A Fireball Goblin Giant Electro Wizard
P.E.K.K.A Fireball Witch Goblin Giant
Fireball Flying Machine Witch
Witch Electro Wizard Bats Fireball Flying Machine Goblin Giant P.E.K.K.A
Bats Fireball Flying Machine Witch P.E.K.K.A Electro Wizard
Fireball Electro Wizard

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 Flying Machine
Fireball Flying Machine Electro Wizard
Fireball Flying Machine Goblin Giant
Fireball Flying Machine
Fireball
Fireball Bats Flying Machine Witch Goblin Giant
Flying Machine Witch
Fireball Flying Machine
Fireball Flying Machine
Bats Fireball Electro Wizard
Fireball Flying Machine Electro Wizard
Fireball Flying Machine
Flying Machine Fireball
Fireball Flying Machine
Fireball Flying Machine
Fireball Flying Machine Witch
Fireball Flying Machine
Fireball
Bats
Fireball Flying Machine Electro Wizard
Fireball Flying Machine Witch
Fireball
Fireball
Fireball Flying Machine
Fireball Witch
Witch
Fireball Flying Machine Witch Electro Wizard
Fireball Flying Machine Witch
Fireball
Bats Fireball Flying Machine Witch Electro Wizard
Electro Wizard Bats Fireball Flying Machine Witch
Fireball
Fireball
Fireball Electro Wizard
P.E.K.K.A
Fireball
Electro Wizard Bats Fireball Flying Machine Witch
Fireball Flying Machine Witch Electro Wizard
Fireball
Fireball Flying Machine Electro Wizard
Fireball Flying Machine
Fireball
Flying Machine P.E.K.K.A
Bats Fireball Flying Machine Witch Electro Wizard
Bats Fireball Flying Machine Witch Electro Wizard
Fireball Flying Machine Witch Goblin Giant Electro Wizard
P.E.K.K.A
Fireball

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