My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro Wizard

Defensive buildings

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

Cannon

Investments

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

Skeletons 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 Fireball

Punishments

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

Elite Barbarians

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.

Elite Barbarians 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.

Elite Barbarians 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
Skeletons Elite Barbarians
Giant Snowball
Skeletons Cannon
Zap
Skeletons Cannon
Barbarian Barrel
Skeletons Cannon Elite Barbarians Wizard Electro Wizard
The Log
Skeletons Cannon Elite Barbarians
Earthquake
Skeletons Cannon
Arrows
Skeletons
Royal Delivery
Skeletons Elite Barbarians Wizard P.E.K.K.A Electro Wizard
Fireball
Cannon Elite Barbarians Wizard Electro Wizard
Poison
Cannon Wizard Electro Wizard
Lightning
Cannon Elite Barbarians Wizard Electro Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball 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 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.

Elite Barbarians 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 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Cannon Fireball Electro Wizard Wizard Elite Barbarians P.E.K.K.A

Shortest cycle

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

11 Skeletons Arrows Cannon Fireball

Attack Synergies 4 4

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.

Skeletons
Arrows
Elite Barbarians Fireball P.E.K.K.A
Cannon
Elite Barbarians
Arrows Fireball Wizard
Fireball
Arrows Elite Barbarians Electro Wizard
Wizard
Elite Barbarians P.E.K.K.A
P.E.K.K.A
Arrows Electro Wizard Wizard
Electro Wizard
P.E.K.K.A Fireball

Defense Synergies 1 15

Skeletons
Cannon Elite Barbarians Wizard P.E.K.K.A Electro Wizard
Arrows
Cannon Fireball P.E.K.K.A
Cannon
Skeletons Arrows Fireball Wizard Electro Wizard
Elite Barbarians
Skeletons Wizard
Fireball
Arrows Cannon Electro Wizard
Wizard
Skeletons Cannon Elite Barbarians P.E.K.K.A Electro Wizard
P.E.K.K.A
Skeletons Arrows Wizard Electro Wizard
Electro Wizard
Skeletons Cannon Fireball 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.

Cannon Fireball Wizard Electro Wizard
Elite Barbarians P.E.K.K.A Skeletons Cannon Electro Wizard
Cannon P.E.K.K.A Skeletons Elite Barbarians Electro Wizard
Cannon Elite Barbarians P.E.K.K.A Skeletons Electro Wizard
Arrows Elite Barbarians Fireball P.E.K.K.A
Arrows Fireball Skeletons Cannon Electro Wizard
Electro Wizard Arrows Cannon Fireball Wizard
Arrows Cannon Fireball P.E.K.K.A Electro Wizard
Cannon P.E.K.K.A Skeletons Elite Barbarians
Elite Barbarians Skeletons Cannon Electro Wizard
Electro Wizard Skeletons Arrows Cannon Fireball Wizard
Arrows Fireball Wizard Electro Wizard
Cannon P.E.K.K.A Skeletons Elite Barbarians Fireball Wizard Electro Wizard
Fireball Wizard Arrows Cannon P.E.K.K.A Electro Wizard
Elite Barbarians P.E.K.K.A Cannon Electro Wizard
Cannon Elite Barbarians Fireball P.E.K.K.A Electro Wizard
Wizard Skeletons Arrows Cannon Elite Barbarians Fireball P.E.K.K.A Electro Wizard
Arrows Cannon Fireball Elite Barbarians Wizard Electro Wizard
Arrows Wizard Cannon Fireball Electro Wizard
P.E.K.K.A Cannon Elite Barbarians Electro Wizard
Wizard Arrows Cannon Elite Barbarians Fireball P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Skeletons Elite Barbarians Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Arrows Elite Barbarians Wizard
P.E.K.K.A Skeletons Elite Barbarians Electro Wizard
P.E.K.K.A Elite Barbarians Fireball Electro Wizard
P.E.K.K.A Skeletons Cannon Elite Barbarians
Arrows Fireball Wizard Skeletons Electro Wizard
P.E.K.K.A Skeletons Elite Barbarians Fireball Electro Wizard
P.E.K.K.A Elite Barbarians
P.E.K.K.A Electro Wizard Skeletons Elite Barbarians Fireball
P.E.K.K.A Skeletons Cannon
P.E.K.K.A Elite Barbarians
P.E.K.K.A Arrows Elite Barbarians Fireball Electro Wizard
Elite Barbarians P.E.K.K.A Skeletons Cannon Fireball Wizard
Wizard Cannon Fireball
Elite Barbarians Electro Wizard Skeletons Fireball P.E.K.K.A
Arrows Cannon Elite Barbarians Fireball Wizard P.E.K.K.A Electro Wizard
Arrows Cannon Fireball 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.)

Fireball Arrows
Arrows Fireball Electro Wizard
Arrows Fireball
Arrows Fireball
Fireball Wizard Arrows
Arrows Fireball Wizard
Arrows Wizard
Arrows Fireball Wizard
Arrows Fireball Wizard
Elite Barbarians Fireball Electro Wizard
Arrows Fireball Wizard Electro Wizard
Fireball Arrows Wizard
Elite Barbarians Fireball
Arrows Fireball
Arrows Elite Barbarians Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard Electro Wizard
Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard Electro Wizard
Fireball Arrows Wizard
Fireball Arrows
Elite Barbarians Arrows Fireball Wizard Electro Wizard
Electro Wizard Fireball Wizard
Elite Barbarians Fireball
Arrows Fireball Wizard
Arrows Fireball Electro Wizard
P.E.K.K.A
Arrows Fireball Wizard
Electro Wizard Fireball
Fireball Arrows Wizard Electro Wizard
Arrows Fireball
Fireball Wizard Electro Wizard
Arrows Fireball Wizard
Arrows Fireball
Elite Barbarians P.E.K.K.A
Elite Barbarians Fireball Electro Wizard
Fireball Electro Wizard
Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard

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