My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Magic Archer

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.

Witch P.E.K.K.A Magic Archer

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.

Zap Fireball The Log

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.

Fireball

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 Magic Archer

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 Magic Archer

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 Snowball
Cannon Witch
Zap
Cannon Witch
Barbarian Barrel
Cannon Witch Magic Archer
The Log
Cannon Mini P.E.K.K.A Witch
Earthquake
Cannon Witch
Arrows
Witch
Royal Delivery
Mini P.E.K.K.A Witch P.E.K.K.A Magic Archer
Fireball
Cannon Witch Magic Archer
Poison
Cannon Witch Magic Archer
Lightning
Cannon Mini P.E.K.K.A Witch Magic Archer
Rocket
Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball The Log Magic Archer

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.

Mini P.E.K.K.A 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 Witch

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.

Zap The Log Cannon Fireball Mini P.E.K.K.A Magic Archer Witch P.E.K.K.A

Shortest cycle

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

11 Zap The Log Cannon Fireball

Attack Synergies 3 11

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.

Zap
Fireball P.E.K.K.A Mini P.E.K.K.A Witch The Log Magic Archer
Cannon
Fireball
Zap The Log Magic Archer
Mini P.E.K.K.A
Zap The Log Magic Archer
Witch
Zap P.E.K.K.A
P.E.K.K.A
Zap Magic Archer Witch The Log
The Log
Zap Fireball Mini P.E.K.K.A P.E.K.K.A Magic Archer
Magic Archer
P.E.K.K.A Zap Fireball Mini P.E.K.K.A The Log

Defense Synergies 7 13

Zap
Cannon Fireball Mini P.E.K.K.A Witch P.E.K.K.A The Log Magic Archer
Cannon
Zap The Log Fireball Mini P.E.K.K.A Witch Magic Archer
Fireball
Zap The Log Cannon Mini P.E.K.K.A
Mini P.E.K.K.A
Zap The Log Cannon Fireball Witch Magic Archer
Witch
Zap Cannon Mini P.E.K.K.A The Log
P.E.K.K.A
The Log Zap
The Log
Cannon Fireball Mini P.E.K.K.A P.E.K.K.A Zap Witch Magic Archer
Magic Archer
Zap Cannon Mini P.E.K.K.A The Log

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.

Zap Cannon Fireball The Log Magic Archer
Mini P.E.K.K.A P.E.K.K.A Zap Cannon Witch The Log
Cannon Mini P.E.K.K.A Witch P.E.K.K.A
Cannon Mini P.E.K.K.A Witch P.E.K.K.A
Fireball Mini P.E.K.K.A P.E.K.K.A The Log
Fireball The Log Zap Cannon Magic Archer
Zap Cannon Fireball Witch Magic Archer
Zap Cannon Fireball P.E.K.K.A The Log Magic Archer
Cannon Mini P.E.K.K.A Witch P.E.K.K.A
Cannon Mini P.E.K.K.A
Witch Zap Cannon Fireball The Log Magic Archer
Zap Fireball Witch Magic Archer
Cannon Mini P.E.K.K.A P.E.K.K.A Zap Fireball Witch The Log
Fireball Zap Cannon Mini P.E.K.K.A Witch P.E.K.K.A The Log Magic Archer
Mini P.E.K.K.A P.E.K.K.A Cannon
Zap Cannon Fireball Mini P.E.K.K.A P.E.K.K.A The Log
Cannon Fireball Mini P.E.K.K.A Witch P.E.K.K.A
Cannon Fireball Zap Witch The Log Magic Archer
Zap Witch The Log Cannon Fireball Magic Archer
Mini P.E.K.K.A P.E.K.K.A Cannon
Cannon Fireball Mini P.E.K.K.A Witch P.E.K.K.A The Log
P.E.K.K.A Cannon 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 Zap Fireball Witch P.E.K.K.A
Fireball Zap Mini P.E.K.K.A The Log Magic Archer
P.E.K.K.A Zap Mini P.E.K.K.A Witch The Log
Mini P.E.K.K.A P.E.K.K.A Zap Fireball The Log
P.E.K.K.A Cannon Mini P.E.K.K.A Witch
Fireball Zap Witch Magic Archer
Mini P.E.K.K.A P.E.K.K.A Fireball Witch
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Fireball Mini P.E.K.K.A Witch The Log Magic Archer
Witch P.E.K.K.A Cannon
P.E.K.K.A Mini P.E.K.K.A Witch
P.E.K.K.A Zap Fireball The Log
Mini P.E.K.K.A P.E.K.K.A Cannon Fireball Witch
Cannon Fireball Witch Magic Archer
Witch Zap Fireball Mini P.E.K.K.A P.E.K.K.A The Log Magic Archer
Zap Cannon Fireball Mini P.E.K.K.A Witch P.E.K.K.A The Log Magic Archer
Zap Cannon 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 Magic Archer The Log
Fireball Zap The Log Magic Archer
Fireball The Log Magic Archer
Fireball The Log
Fireball Zap The Log Magic Archer
Fireball Zap Witch Magic Archer
Witch The Log Magic Archer
Fireball The Log Zap Magic Archer
Fireball The Log Zap
Fireball Mini P.E.K.K.A
Zap Fireball The Log Magic Archer
Fireball Zap Magic Archer
Fireball The Log Magic Archer
Fireball Magic Archer
Zap Fireball The Log Magic Archer
Zap Fireball Witch The Log Magic Archer
Magic Archer Fireball The Log
Fireball
Mini P.E.K.K.A
Zap Fireball Mini P.E.K.K.A The Log Magic Archer
Zap Fireball Witch The Log Magic Archer
Fireball The Log Magic Archer
Fireball
The Log
Zap Fireball The Log
Zap The Log Fireball Witch Magic Archer
Witch
Fireball The Log Zap Witch Magic Archer
Fireball Zap Witch The Log Magic Archer
Fireball Zap The Log Magic Archer
Zap Fireball Witch Magic Archer
Zap Fireball Witch
Fireball Mini P.E.K.K.A
Zap Fireball The Log Magic Archer
Zap Fireball Magic Archer
P.E.K.K.A
Fireball The Log Magic Archer
Zap Fireball Witch Magic Archer
Fireball Zap Witch Magic Archer
The Log Fireball
Fireball Mini P.E.K.K.A Magic Archer
The Log Zap Fireball Magic Archer
Zap Fireball
P.E.K.K.A
Zap Fireball Witch The Log Magic Archer
Zap Fireball Witch Magic Archer
Zap Fireball Witch The Log Magic Archer
P.E.K.K.A
Fireball

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