My Best Clash Royale Deck

Deck Check Rating

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

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 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!

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.

Ice Spirit Wizard P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap Fireball

Punishments

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

Goblin Barrel Mega Knight

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Ice Spirit P.E.K.K.A Mega Knight

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.

Goblin Barrel

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
Goblin Barrel Skeleton Army
Giant Snowball
Goblin Barrel Skeleton Army
Zap
Goblin Barrel Skeleton Army
Barbarian Barrel
Ice Spirit Wizard Goblin Barrel Skeleton Army
The Log
Ice Spirit Goblin Barrel Skeleton Army
Earthquake
Goblin Barrel Skeleton Army
Arrows
Ice Spirit Goblin Barrel Skeleton Army
Royal Delivery
Ice Spirit Wizard Goblin Barrel Skeleton Army P.E.K.K.A
Fireball
Wizard Goblin Barrel Skeleton Army
Poison
Wizard Skeleton Army
Lightning
Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Fireball Wizard Mega Knight

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.

Ice Spirit Skeleton Army P.E.K.K.A Mega Knight

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 Goblin Barrel 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.

Ice Spirit Fireball Wizard Goblin Barrel

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.

Ice Spirit Zap Goblin Barrel Skeleton Army Fireball Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

9 Ice Spirit Zap Goblin Barrel Skeleton Army

Attack Synergies 5 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.

Ice Spirit
Zap Goblin Barrel P.E.K.K.A Mega Knight
Zap
Ice Spirit Fireball P.E.K.K.A Mega Knight
Fireball
Zap Mega Knight
Wizard
P.E.K.K.A Mega Knight
Goblin Barrel
Ice Spirit Skeleton Army P.E.K.K.A Mega Knight
Skeleton Army
Goblin Barrel
P.E.K.K.A
Ice Spirit Zap Wizard Goblin Barrel
Mega Knight
Ice Spirit Zap Fireball Wizard Goblin Barrel

Defense Synergies 3 11

Ice Spirit
Zap Fireball Wizard Skeleton Army P.E.K.K.A Mega Knight
Zap
Ice Spirit Fireball Mega Knight Skeleton Army P.E.K.K.A
Fireball
Zap Ice Spirit Mega Knight
Wizard
Ice Spirit Skeleton Army P.E.K.K.A Mega Knight
Goblin Barrel
Skeleton Army
Ice Spirit Zap Wizard
P.E.K.K.A
Ice Spirit Zap Wizard
Mega Knight
Zap Ice Spirit Fireball 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 Fireball Wizard
Skeleton Army P.E.K.K.A Ice Spirit Zap Mega Knight
Skeleton Army P.E.K.K.A Mega Knight
Skeleton Army P.E.K.K.A Mega Knight
Fireball Skeleton Army P.E.K.K.A Mega Knight
Fireball Skeleton Army Zap Mega Knight
Ice Spirit Zap Fireball Wizard
Zap Fireball P.E.K.K.A Mega Knight
P.E.K.K.A Skeleton Army
Skeleton Army Ice Spirit Mega Knight
Skeleton Army Zap Fireball Wizard Mega Knight
Zap Fireball Wizard
Skeleton Army P.E.K.K.A Mega Knight Ice Spirit Zap Fireball Wizard
Fireball Wizard Skeleton Army Mega Knight Ice Spirit Zap P.E.K.K.A
Skeleton Army P.E.K.K.A Mega Knight
Skeleton Army Ice Spirit Zap Fireball P.E.K.K.A Mega Knight
Wizard Mega Knight Fireball Skeleton Army P.E.K.K.A
Ice Spirit Fireball Mega Knight Zap Wizard Skeleton Army
Zap Wizard Ice Spirit Fireball Mega Knight
P.E.K.K.A
Wizard Skeleton Army Mega Knight Fireball 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.

Skeleton Army Mega Knight Zap Fireball P.E.K.K.A
Fireball Zap Wizard Mega Knight
Skeleton Army P.E.K.K.A Mega Knight Ice Spirit Zap
Skeleton Army P.E.K.K.A Mega Knight Zap Fireball
P.E.K.K.A Skeleton Army Mega Knight
Fireball Wizard Ice Spirit Zap
Skeleton Army P.E.K.K.A Fireball
P.E.K.K.A Mega Knight Skeleton Army
Zap P.E.K.K.A Mega Knight Ice Spirit Fireball Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Mega Knight
Skeleton Army P.E.K.K.A Mega Knight Zap Fireball
Skeleton Army P.E.K.K.A Mega Knight Fireball Wizard
Wizard Fireball Skeleton Army Mega Knight
Skeleton Army Ice Spirit Zap Fireball P.E.K.K.A
Mega Knight Zap Fireball Wizard P.E.K.K.A
Zap Fireball

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
Fireball Zap
Fireball
Fireball
Fireball Wizard Zap Mega Knight
Fireball Wizard Ice Spirit Zap
Wizard
Fireball Ice Spirit Zap Wizard
Fireball Zap Wizard
Fireball
Zap Fireball Wizard
Fireball Zap Wizard
Fireball
Fireball
Zap Fireball
Zap Fireball Wizard
Fireball Wizard Mega Knight
Fireball
Zap Fireball Wizard Mega Knight
Zap Fireball Wizard Mega Knight
Fireball Mega Knight
Fireball Wizard
Zap Fireball
Zap Ice Spirit Fireball Wizard Mega Knight
Fireball Zap Wizard
Fireball Zap Wizard Mega Knight
Fireball Zap
Zap Fireball Wizard
Zap Ice Spirit Fireball Wizard
Fireball
Zap Fireball Wizard Mega Knight
Zap Ice Spirit Fireball
P.E.K.K.A Mega Knight
Fireball Wizard
Zap Ice Spirit Fireball Skeleton Army
Fireball Zap Wizard
Fireball
Fireball Wizard Mega Knight
Zap Fireball Wizard
Zap Fireball
P.E.K.K.A Mega Knight
Zap Ice Spirit Fireball
Zap Fireball
Zap Fireball Mega Knight
P.E.K.K.A
Fireball Wizard Mega Knight

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