My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard Hunter

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 Wizard Rune Giant Hunter P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram Rune Giant

Damage spells

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

Arrows Fireball

Punishments

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

Battle Ram

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.

Battle Ram Rune Giant 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
Battle Ram Guards
Giant Snowball
Battle Ram Guards
Zap
Battle Ram Guards
Barbarian Barrel
Battle Ram Wizard Guards Hunter
The Log
Battle Ram Guards Hunter
Earthquake
Guards
Arrows
Guards
Royal Delivery
Battle Ram Wizard Guards Hunter P.E.K.K.A
Fireball
Battle Ram Wizard Hunter
Poison
Wizard Guards Hunter
Lightning
Battle Ram Wizard Hunter
Rocket
Wizard Hunter

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard Hunter

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 Battle Ram Guards Rune Giant 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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Guards Fireball Battle Ram Rune Giant Hunter Wizard P.E.K.K.A

Shortest cycle

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

14 Arrows Guards Fireball Battle Ram

Attack Synergies 2 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.

Arrows
Fireball P.E.K.K.A Battle Ram
Fireball
Arrows Battle Ram
Battle Ram
Arrows Fireball Hunter P.E.K.K.A
Wizard
P.E.K.K.A
Guards
Rune Giant
Hunter
Hunter
Battle Ram Rune Giant P.E.K.K.A
P.E.K.K.A
Arrows Battle Ram Wizard Hunter

Defense Synergies 1 5

Arrows
Fireball P.E.K.K.A
Fireball
Arrows
Battle Ram
Wizard
Guards P.E.K.K.A
Guards
Hunter Wizard
Rune Giant
Hunter
Guards P.E.K.K.A
P.E.K.K.A
Arrows Wizard Hunter

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 Wizard
Hunter P.E.K.K.A
Hunter P.E.K.K.A
Hunter P.E.K.K.A Guards
Arrows Fireball P.E.K.K.A
Arrows Fireball Guards Hunter
Hunter Arrows Fireball Wizard
Arrows Fireball P.E.K.K.A
Hunter P.E.K.K.A
Guards Hunter
Guards Arrows Fireball Wizard Hunter
Arrows Hunter Fireball Wizard
Hunter P.E.K.K.A Fireball Wizard Guards
Fireball Wizard Arrows Guards Hunter P.E.K.K.A
P.E.K.K.A Hunter
Fireball Hunter P.E.K.K.A
Wizard Arrows Fireball Hunter P.E.K.K.A
Arrows Fireball Wizard Guards Hunter
Arrows Wizard Hunter Fireball Guards
P.E.K.K.A Hunter
Wizard Arrows Fireball Guards Hunter P.E.K.K.A
P.E.K.K.A Hunter

Counters to secondary win conditions

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

Guards Fireball P.E.K.K.A
Fireball Arrows Wizard Hunter
Guards P.E.K.K.A Hunter
Guards Hunter P.E.K.K.A Fireball
P.E.K.K.A Guards Hunter
Arrows Fireball Wizard Hunter
Guards P.E.K.K.A Fireball Hunter
P.E.K.K.A Hunter
P.E.K.K.A Fireball
P.E.K.K.A Guards
P.E.K.K.A Guards Hunter
P.E.K.K.A Arrows Fireball Guards
P.E.K.K.A Fireball Wizard Guards Hunter
Wizard Fireball
Guards Fireball Hunter P.E.K.K.A
Arrows Fireball Wizard Hunter P.E.K.K.A
Arrows 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 Arrows Guards
Arrows Fireball
Arrows Fireball
Arrows Fireball Guards
Fireball Wizard Arrows
Arrows Fireball Wizard Hunter
Arrows Wizard
Arrows Fireball Wizard Hunter
Arrows Fireball Wizard
Fireball Guards
Arrows Fireball Wizard
Fireball Arrows Wizard
Fireball Hunter
Arrows Fireball
Arrows Fireball
Arrows Fireball Wizard Hunter
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard Hunter
Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard Hunter
Arrows Fireball Wizard Hunter
Fireball Arrows Wizard
Fireball Arrows
Arrows Fireball Wizard Hunter
Fireball Wizard Guards
Fireball
Arrows Fireball Wizard Hunter
Arrows Fireball
P.E.K.K.A
Arrows Fireball Wizard
Fireball Guards
Fireball Arrows Wizard Hunter
Arrows Fireball
Fireball Wizard Hunter
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Fireball Guards
Fireball
Fireball
P.E.K.K.A
Fireball Wizard

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