My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Tesla Wizard Witch Ram Rider

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tesla Elixir Golem Valkyrie Wizard Witch P.E.K.K.A Ram Rider

Offensive cards

Win conditions

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

Elixir Golem Ram Rider

Damage spells

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

Arrows

Punishments

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

Elixir Golem Ram Rider

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.

Elixir Golem Valkyrie P.E.K.K.A Ram Rider

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.

Valkyrie Ram Rider

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
Elixir Golem Ram Rider
Giant Snowball
Witch Ram Rider
Zap
Witch Ram Rider
Barbarian Barrel
Tesla Elixir Golem Valkyrie Wizard Witch
The Log
Elixir Golem Witch Ram Rider
Earthquake
Tesla Elixir Golem Witch
Arrows
Witch
Royal Delivery
Elixir Golem Valkyrie Wizard Witch P.E.K.K.A Ram Rider
Fireball
Tesla Elixir Golem Wizard Witch Ram Rider
Poison
Elixir Golem Wizard Witch
Lightning
Tesla Valkyrie Wizard Witch Ram Rider
Rocket
Valkyrie Wizard Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard

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.

Arrows Elixir Golem Valkyrie 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 Witch

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.

Arrows Elixir Golem Tesla Valkyrie Wizard Witch Ram Rider P.E.K.K.A

Shortest cycle

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

14 Arrows Elixir Golem Tesla Valkyrie

Attack Synergies 1 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.

Arrows
P.E.K.K.A Elixir Golem Ram Rider
Tesla
Elixir Golem
Arrows Wizard Witch
Valkyrie
Wizard Witch P.E.K.K.A Ram Rider
Wizard
Elixir Golem Valkyrie P.E.K.K.A Ram Rider
Witch
Elixir Golem Valkyrie P.E.K.K.A Ram Rider
P.E.K.K.A
Arrows Valkyrie Wizard Witch Ram Rider
Ram Rider
Arrows Valkyrie Wizard Witch P.E.K.K.A

Defense Synergies 0 9

Arrows
Tesla Valkyrie P.E.K.K.A
Tesla
Arrows Valkyrie Wizard
Elixir Golem
Valkyrie
Arrows Tesla Wizard Witch P.E.K.K.A
Wizard
Tesla Valkyrie P.E.K.K.A
Witch
Valkyrie
P.E.K.K.A
Arrows Valkyrie Wizard
Ram Rider

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.

Tesla Valkyrie Wizard Ram Rider
P.E.K.K.A Tesla Valkyrie Witch Ram Rider
Tesla Witch P.E.K.K.A Ram Rider Valkyrie
Tesla Witch P.E.K.K.A Valkyrie Ram Rider
Arrows Valkyrie P.E.K.K.A
Arrows Tesla Valkyrie
Tesla Ram Rider Arrows Wizard Witch
Arrows Tesla Valkyrie P.E.K.K.A Ram Rider
Tesla Witch P.E.K.K.A
Tesla Valkyrie
Valkyrie Witch Arrows Tesla Wizard Ram Rider
Arrows Tesla Wizard Witch Ram Rider
Tesla P.E.K.K.A Valkyrie Wizard Witch Ram Rider
Valkyrie Wizard Arrows Tesla Witch P.E.K.K.A
P.E.K.K.A Tesla Ram Rider
Tesla P.E.K.K.A Ram Rider
Tesla Wizard Arrows Valkyrie Witch P.E.K.K.A
Arrows Tesla Valkyrie Wizard Witch Ram Rider
Arrows Valkyrie Wizard Witch Tesla Ram Rider
P.E.K.K.A Tesla Ram Rider
Valkyrie Wizard Arrows Tesla Witch P.E.K.K.A
P.E.K.K.A Tesla

Counters to secondary win conditions

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

Valkyrie Tesla Witch P.E.K.K.A
Arrows Tesla Valkyrie Wizard
P.E.K.K.A Valkyrie Witch Ram Rider
Valkyrie P.E.K.K.A Tesla Ram Rider
P.E.K.K.A Tesla Valkyrie Witch Ram Rider
Arrows Wizard Tesla Witch Ram Rider
P.E.K.K.A Tesla Valkyrie Witch Ram Rider
P.E.K.K.A Tesla Valkyrie
P.E.K.K.A Valkyrie Witch
Witch P.E.K.K.A Tesla
P.E.K.K.A Tesla Valkyrie Witch
P.E.K.K.A Arrows Valkyrie
P.E.K.K.A Tesla Valkyrie Wizard Witch Ram Rider
Wizard Tesla Valkyrie Witch
Tesla Witch Valkyrie P.E.K.K.A
Arrows Valkyrie Tesla Wizard Witch P.E.K.K.A
Arrows

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.)

Arrows Valkyrie
Arrows Ram Rider
Arrows
Arrows Valkyrie
Wizard Arrows Valkyrie
Arrows Wizard Witch Ram Rider
Arrows Wizard Witch
Arrows Wizard Ram Rider
Arrows Wizard Ram Rider
Arrows Valkyrie Wizard Ram Rider
Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard
Arrows
Arrows Wizard
Arrows Valkyrie Wizard Witch
Arrows Wizard
Arrows
Arrows Valkyrie Wizard Witch
Witch
Arrows Wizard Witch Ram Rider
Arrows Wizard Witch Ram Rider
Arrows
Arrows Wizard Witch
Wizard Witch
Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Witch
Arrows Wizard Witch Ram Rider
Arrows
Valkyrie Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Witch
Witch
Witch
P.E.K.K.A
Wizard

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