My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Ice Wizard Fisherman Inferno Dragon Night Witch Sparky Lava Hound Golden Knight

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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 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.

Skeletons Bats Electro Dragon P.E.K.K.A

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 Goblin Curse The Log

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.

Electro Spirit 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.

Electro Spirit Electro Dragon

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 Bats Goblin Curse
Giant Snowball
Skeletons Bats Goblin Curse Electro Dragon
Zap
Skeletons Bats Goblin Curse
Barbarian Barrel
Skeletons Electro Spirit Goblin Curse
The Log
Skeletons Electro Spirit Goblin Curse
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit Bats Goblin Curse
Royal Delivery
Skeletons Electro Spirit Bats Electro Dragon P.E.K.K.A
Fireball
Electro Dragon
Poison
Bats Goblin Curse Electro Dragon
Lightning
Electro Dragon
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Electro Dragon The Log

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.

Electro Spirit Bats Goblin Curse 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Bats Zap Goblin Curse The Log Electro Dragon P.E.K.K.A

Shortest cycle

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

6 Skeletons Electro Spirit Bats Zap

Attack Synergies 3 9

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
Electro Spirit
Zap Goblin Curse P.E.K.K.A
Bats
Zap P.E.K.K.A
Zap
Goblin Curse P.E.K.K.A Electro Spirit Bats Electro Dragon The Log
Goblin Curse
Zap The Log Electro Spirit
Electro Dragon
Zap P.E.K.K.A
P.E.K.K.A
Zap Electro Spirit Bats Electro Dragon The Log
The Log
Goblin Curse Zap P.E.K.K.A

Defense Synergies 1 15

Skeletons
Electro Spirit Bats Zap Electro Dragon P.E.K.K.A The Log
Electro Spirit
Skeletons Zap The Log
Bats
Skeletons Zap P.E.K.K.A The Log
Zap
Skeletons Electro Spirit Bats Electro Dragon P.E.K.K.A The Log
Goblin Curse
Electro Dragon
Skeletons Zap The Log
P.E.K.K.A
The Log Skeletons Bats Zap
The Log
P.E.K.K.A Skeletons Electro Spirit Bats Zap Electro Dragon

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 Electro Dragon The Log
P.E.K.K.A Skeletons Bats Zap Goblin Curse Electro Dragon The Log
P.E.K.K.A Skeletons Bats Goblin Curse Electro Dragon
P.E.K.K.A Skeletons Bats Goblin Curse Electro Dragon
P.E.K.K.A The Log
The Log Skeletons Electro Spirit Bats Zap Electro Dragon
Bats Electro Spirit Zap Goblin Curse Electro Dragon
Electro Spirit Zap Electro Dragon P.E.K.K.A The Log
P.E.K.K.A Skeletons Goblin Curse
Skeletons
Bats Goblin Curse Skeletons Electro Spirit Zap Electro Dragon The Log
Bats Zap Goblin Curse Electro Dragon
P.E.K.K.A Skeletons Bats Zap Goblin Curse Electro Dragon The Log
Electro Spirit Bats Zap Goblin Curse Electro Dragon P.E.K.K.A The Log
P.E.K.K.A Goblin Curse
Zap Goblin Curse P.E.K.K.A The Log
Skeletons Bats Electro Dragon P.E.K.K.A
Electro Spirit Bats Zap Electro Dragon The Log
Zap The Log Electro Spirit Bats Goblin Curse Electro Dragon
P.E.K.K.A Goblin Curse
Electro Spirit Bats Goblin Curse Electro Dragon P.E.K.K.A The Log

Counters to secondary win conditions

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

Skeletons Zap P.E.K.K.A
Zap Electro Dragon The Log
P.E.K.K.A Skeletons Bats Zap Electro Dragon The Log
P.E.K.K.A Bats Zap The Log
P.E.K.K.A Skeletons Goblin Curse
Skeletons Electro Spirit Bats Zap Goblin Curse Electro Dragon
P.E.K.K.A Skeletons Bats
P.E.K.K.A Goblin Curse
Zap Electro Dragon P.E.K.K.A Skeletons Electro Spirit Bats The Log
P.E.K.K.A Skeletons Goblin Curse
P.E.K.K.A Bats Electro Dragon
P.E.K.K.A Zap The Log
P.E.K.K.A Skeletons Goblin Curse
Goblin Curse Electro Dragon
Electro Dragon Skeletons Electro Spirit Bats Zap P.E.K.K.A The Log
Bats Electro Spirit Zap Goblin Curse Electro Dragon P.E.K.K.A The Log

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 The Log
Zap Goblin Curse Electro Dragon The Log
Electro Dragon The Log
The Log
Zap Goblin Curse The Log
Electro Spirit Bats Zap Goblin Curse Electro Dragon
The Log
The Log Zap Goblin Curse Electro Dragon
The Log Zap Electro Dragon
Bats Electro Dragon
Zap Electro Dragon The Log
Zap Goblin Curse Electro Dragon
The Log
Electro Dragon
Zap The Log
Zap Electro Dragon The Log
Electro Dragon The Log
Bats
Zap Electro Dragon The Log
Zap Goblin Curse Electro Dragon The Log
The Log
The Log
Zap Electro Dragon The Log
Zap Goblin Curse The Log Electro Spirit Electro Dragon
The Log Zap Electro Dragon
Zap Electro Dragon The Log
Zap Goblin Curse The Log
Bats Zap Goblin Curse Electro Dragon
Zap Electro Dragon Electro Spirit Bats
Zap Electro Dragon The Log
Zap Electro Spirit Electro Dragon
P.E.K.K.A
Goblin Curse The Log
Zap Electro Spirit Bats Electro Dragon
Zap Goblin Curse Electro Dragon
The Log
Electro Dragon
The Log Zap Electro Dragon
Zap
Electro Dragon P.E.K.K.A
Zap Electro Dragon Electro Spirit Bats The Log
Bats Zap Electro Dragon
Electro Dragon Zap The Log

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