My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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!
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

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.

Giant Wizard Dark Prince Sparky

Offensive cards

Win conditions

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

Giant

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 Giant Dark Prince

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.

Heal Spirit Mini P.E.K.K.A Giant Dark Prince

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.

Mini P.E.K.K.A Dark Prince

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
Giant Dark Prince Sparky
Giant Snowball
Zap
Dark Prince Sparky
Barbarian Barrel
Heal Spirit Wizard Dark Prince Sparky
The Log
Heal Spirit Mini P.E.K.K.A Dark Prince Sparky
Earthquake
Arrows
Heal Spirit
Royal Delivery
Heal Spirit Mini P.E.K.K.A Wizard Dark Prince Sparky
Fireball
Wizard Sparky
Poison
Wizard Sparky
Lightning
Mini P.E.K.K.A Wizard Dark Prince Sparky
Rocket
Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Dark Prince Sparky

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.

Arrows Heal Spirit Mini P.E.K.K.A Rage Dark Prince Sparky

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.

Heal Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Rage Arrows Mini P.E.K.K.A Dark Prince Giant Wizard Sparky

Shortest cycle

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

10 Heal Spirit Rage Arrows Mini P.E.K.K.A

Attack Synergies 8 16

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
Giant Sparky Mini P.E.K.K.A Dark Prince
Heal Spirit
Mini P.E.K.K.A Giant Wizard Dark Prince Sparky
Mini P.E.K.K.A
Giant Sparky Arrows Heal Spirit Wizard Rage Dark Prince
Giant
Arrows Mini P.E.K.K.A Rage Dark Prince Sparky Heal Spirit Wizard
Wizard
Heal Spirit Mini P.E.K.K.A Giant Rage Dark Prince Sparky
Rage
Giant Sparky Mini P.E.K.K.A Wizard Dark Prince
Dark Prince
Giant Arrows Heal Spirit Mini P.E.K.K.A Wizard Rage Sparky
Sparky
Arrows Mini P.E.K.K.A Giant Rage Heal Spirit Wizard Dark Prince

Defense Synergies 0 5

Arrows
Mini P.E.K.K.A Dark Prince Sparky
Heal Spirit
Mini P.E.K.K.A
Arrows Wizard
Giant
Wizard
Mini P.E.K.K.A Dark Prince
Rage
Dark Prince
Arrows Wizard
Sparky
Arrows

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.

Wizard Sparky
Mini P.E.K.K.A Sparky Dark Prince
Mini P.E.K.K.A Sparky Dark Prince
Mini P.E.K.K.A Sparky Dark Prince
Arrows Mini P.E.K.K.A Dark Prince Sparky
Arrows Dark Prince
Arrows Wizard
Arrows Sparky
Mini P.E.K.K.A Sparky
Mini P.E.K.K.A Dark Prince Sparky
Arrows Wizard Dark Prince
Arrows Wizard
Mini P.E.K.K.A Sparky Wizard Dark Prince
Wizard Sparky Arrows Mini P.E.K.K.A Dark Prince
Mini P.E.K.K.A Sparky
Mini P.E.K.K.A Sparky
Wizard Sparky Arrows Mini P.E.K.K.A Dark Prince
Arrows Wizard Dark Prince
Arrows Wizard Dark Prince
Mini P.E.K.K.A Sparky
Wizard Dark Prince Arrows Mini P.E.K.K.A Sparky
Mini P.E.K.K.A Sparky

Counters to secondary win conditions

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

Mini P.E.K.K.A Dark Prince Sparky
Arrows Mini P.E.K.K.A Wizard
Mini P.E.K.K.A Dark Prince Sparky
Mini P.E.K.K.A Dark Prince Sparky
Mini P.E.K.K.A Dark Prince Sparky
Arrows Wizard
Mini P.E.K.K.A Dark Prince Sparky
Mini P.E.K.K.A Dark Prince Sparky
Mini P.E.K.K.A Dark Prince Sparky
Sparky
Mini P.E.K.K.A Dark Prince Sparky
Arrows Dark Prince
Mini P.E.K.K.A Dark Prince Wizard Sparky
Wizard Sparky
Sparky Mini P.E.K.K.A Dark Prince
Arrows Mini P.E.K.K.A Wizard Dark Prince Sparky
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 Sparky
Arrows
Arrows Sparky
Arrows Dark Prince Sparky
Wizard Arrows Dark Prince Sparky
Arrows Wizard
Arrows Wizard Sparky
Arrows Wizard
Arrows Wizard
Mini P.E.K.K.A Sparky
Arrows Wizard Dark Prince Sparky
Arrows Wizard
Sparky
Arrows
Arrows Sparky
Arrows Wizard Sparky
Arrows Wizard Sparky
Arrows Sparky
Mini P.E.K.K.A Sparky
Arrows Mini P.E.K.K.A Wizard Dark Prince Sparky
Arrows Wizard
Sparky
Arrows Wizard
Sparky
Arrows
Arrows Wizard Dark Prince Sparky
Arrows Wizard Sparky
Arrows Wizard Sparky
Arrows Sparky
Arrows Wizard Sparky
Wizard
Mini P.E.K.K.A Sparky
Arrows Wizard Sparky
Arrows Sparky
Sparky
Arrows Wizard Sparky
Dark Prince
Arrows Wizard
Arrows
Mini P.E.K.K.A Wizard Dark Prince Sparky
Arrows Wizard
Arrows Sparky
Dark Prince Sparky
Sparky
Dark Prince Sparky
Sparky
Wizard Sparky

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