My Best Clash Royale Deck

Deck Check Rating

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

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Wizard 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 Firecracker Wizard 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.

Missing

Damage spells

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

Arrows Rage

Punishments

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

Mini P.E.K.K.A

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.

Mini P.E.K.K.A 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.

Firecracker Mini P.E.K.K.A 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
Zap
Bats Firecracker
Barbarian Barrel
Firecracker Wizard Electro Wizard
The Log
Firecracker Mini P.E.K.K.A
Earthquake
Firecracker
Arrows
Bats Firecracker
Royal Delivery
Bats Firecracker Mini P.E.K.K.A Wizard P.E.K.K.A Electro Wizard
Fireball
Firecracker Wizard Electro Wizard
Poison
Bats Firecracker Wizard Electro Wizard
Lightning
Mini P.E.K.K.A Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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.

Bats Arrows Mini P.E.K.K.A Rage 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Arrows Firecracker Mini P.E.K.K.A Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

10 Bats Rage Arrows Firecracker

Attack Synergies 2 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.

Bats
Firecracker Mini P.E.K.K.A Rage P.E.K.K.A
Arrows
P.E.K.K.A Mini P.E.K.K.A
Firecracker
Bats Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Bats Arrows Firecracker Wizard Rage Electro Wizard
Wizard
Mini P.E.K.K.A Rage P.E.K.K.A
Rage
Bats Mini P.E.K.K.A Wizard Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Bats Firecracker Wizard
Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Rage

Defense Synergies 1 13

Bats
Firecracker Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Arrows
Mini P.E.K.K.A P.E.K.K.A
Firecracker
Bats Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Mini P.E.K.K.A
Electro Wizard Bats Arrows Firecracker Wizard
Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Rage
P.E.K.K.A
Bats Arrows Firecracker Wizard Electro Wizard
Electro Wizard
Mini P.E.K.K.A Bats Firecracker Wizard 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.

Firecracker Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Firecracker Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Firecracker Electro Wizard
Arrows Firecracker Mini P.E.K.K.A P.E.K.K.A
Arrows Bats Firecracker Electro Wizard
Bats Electro Wizard Arrows Firecracker Wizard
Arrows P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
Firecracker Mini P.E.K.K.A Electro Wizard
Bats Electro Wizard Arrows Firecracker Wizard
Arrows Bats Firecracker Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Wizard Electro Wizard
Wizard Bats Arrows Firecracker Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Wizard Bats Arrows Firecracker Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Arrows Bats Firecracker Wizard Electro Wizard
Arrows Wizard Bats Firecracker Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Wizard Bats Arrows Firecracker Mini P.E.K.K.A P.E.K.K.A Electro Wizard
P.E.K.K.A Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Electro Wizard Arrows Firecracker Mini P.E.K.K.A Wizard
P.E.K.K.A Bats Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Mini P.E.K.K.A
Arrows Firecracker Wizard Bats Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Electro Wizard Bats Firecracker Mini P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Bats Mini P.E.K.K.A
P.E.K.K.A Arrows Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Wizard
Wizard Firecracker
Electro Wizard Bats Firecracker Mini P.E.K.K.A P.E.K.K.A
Bats Arrows Firecracker Mini P.E.K.K.A Wizard P.E.K.K.A Electro Wizard
Arrows 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.)

Arrows Firecracker
Arrows Firecracker Electro Wizard
Arrows
Arrows Firecracker
Wizard Arrows Firecracker
Arrows Firecracker Wizard Bats
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Bats Mini P.E.K.K.A Electro Wizard
Firecracker Arrows Wizard Electro Wizard
Arrows Firecracker Wizard
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows
Bats Mini P.E.K.K.A
Arrows Firecracker Mini P.E.K.K.A Wizard Electro Wizard
Arrows Firecracker Wizard
Arrows Wizard
Arrows
Arrows Firecracker Wizard
Arrows Firecracker Wizard Electro Wizard
Arrows Wizard
Arrows Firecracker
Bats Arrows Firecracker Wizard Electro Wizard
Electro Wizard Bats Firecracker Wizard
Mini P.E.K.K.A
Arrows Wizard
Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker Wizard
Electro Wizard Bats
Arrows Firecracker Wizard Electro Wizard
Arrows
Firecracker Mini P.E.K.K.A Wizard Electro Wizard
Arrows Firecracker Wizard
Arrows
Firecracker P.E.K.K.A
Bats Firecracker Electro Wizard
Firecracker Bats Electro Wizard
Firecracker Electro Wizard
P.E.K.K.A
Firecracker Wizard

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