My Best Clash Royale Deck

Deck Check Rating

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

2 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding 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!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon

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.

Balloon Electro Dragon P.E.K.K.A Golden Knight

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Rage Tornado

Punishments

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

Balloon Golden Knight

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.

Battle Healer Balloon 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.

Balloon Electro Dragon Golden Knight

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
Balloon
Giant Snowball
Balloon Electro Dragon
Zap
Balloon
Barbarian Barrel
The Log
Earthquake
Arrows
Royal Delivery
Battle Healer Balloon Electro Dragon P.E.K.K.A
Fireball
Battle Healer Balloon Electro Dragon
Poison
Battle Healer Balloon Electro Dragon
Lightning
Battle Healer Balloon Electro Dragon
Rocket
Battle Healer Balloon Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Electro Dragon

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.

Battle Healer Rage Tornado P.E.K.K.A

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Rage Tornado Battle Healer Golden Knight Balloon Electro Dragon P.E.K.K.A

Shortest cycle

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

9 Mirror Rage Tornado Battle Healer

Attack Synergies 4 12

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.

Battle Healer
Rage Electro Dragon Mirror Tornado Balloon
Mirror
Battle Healer Tornado Balloon
Rage
Battle Healer Balloon Electro Dragon Golden Knight
Tornado
P.E.K.K.A Battle Healer Mirror Balloon Electro Dragon
Balloon
Rage Battle Healer Mirror Tornado Electro Dragon Golden Knight
Electro Dragon
Battle Healer Rage Tornado Balloon P.E.K.K.A
P.E.K.K.A
Tornado Electro Dragon
Golden Knight
Rage Balloon

Defense Synergies 4 3

Battle Healer
Mirror Electro Dragon Tornado
Mirror
Battle Healer Tornado Electro Dragon
Rage
Tornado
Mirror P.E.K.K.A Battle Healer Electro Dragon
Balloon
Electro Dragon
Battle Healer Mirror Tornado
P.E.K.K.A
Tornado
Golden Knight

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.

Electro Dragon Golden Knight
P.E.K.K.A Battle Healer Electro Dragon
Tornado P.E.K.K.A Electro Dragon
P.E.K.K.A Electro Dragon
Battle Healer Tornado P.E.K.K.A
Tornado Electro Dragon
Tornado Electro Dragon
Battle Healer Electro Dragon P.E.K.K.A Golden Knight
P.E.K.K.A Tornado
Tornado Battle Healer
Tornado Electro Dragon
Tornado Electro Dragon
P.E.K.K.A Battle Healer Electro Dragon
Tornado Electro Dragon P.E.K.K.A Golden Knight
P.E.K.K.A
Tornado P.E.K.K.A
Tornado Electro Dragon P.E.K.K.A
Battle Healer Tornado Electro Dragon Golden Knight
Tornado Battle Healer Electro Dragon
P.E.K.K.A Tornado
Battle Healer Electro Dragon 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.

Battle Healer P.E.K.K.A
Battle Healer Electro Dragon
P.E.K.K.A Battle Healer Electro Dragon Golden Knight
P.E.K.K.A Battle Healer Tornado
P.E.K.K.A Battle Healer
Tornado Electro Dragon
P.E.K.K.A Battle Healer
P.E.K.K.A Battle Healer
Electro Dragon P.E.K.K.A Tornado
P.E.K.K.A
P.E.K.K.A Electro Dragon Golden Knight
P.E.K.K.A Tornado
P.E.K.K.A Golden Knight
Electro Dragon
Electro Dragon Battle Healer Tornado P.E.K.K.A Golden Knight
Battle Healer Electro Dragon P.E.K.K.A Golden Knight

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.)

Electro Dragon Golden Knight
Tornado Electro Dragon Golden Knight
Electro Dragon
Tornado Electro Dragon
Tornado
Tornado Electro Dragon
Tornado Electro Dragon Golden Knight
Tornado Electro Dragon
Tornado Electro Dragon Golden Knight
Tornado Electro Dragon
Golden Knight
Electro Dragon
Electro Dragon Golden Knight
Electro Dragon
Tornado
Electro Dragon
Tornado Electro Dragon Golden Knight
Tornado
Tornado
Electro Dragon
Tornado Electro Dragon
Tornado Electro Dragon Golden Knight
Tornado Electro Dragon Golden Knight
Tornado Golden Knight
Tornado Electro Dragon
Electro Dragon
Electro Dragon
Electro Dragon
P.E.K.K.A
Electro Dragon
Tornado Electro Dragon
Electro Dragon
Electro Dragon
Tornado
Electro Dragon P.E.K.K.A
Electro Dragon Tornado Golden Knight
Tornado Electro Dragon
Electro Dragon Tornado Golden Knight
P.E.K.K.A
Electro Dragon

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