My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Goblin Demolisher Goblin Curse Goblin Machine Monk

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Flying Machine Zappies Witch

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.

Battle Ram Flying Machine Zappies Witch Bowler

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

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 Battle Ram

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.

Mini P.E.K.K.A Battle Ram Flying Machine

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

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
Battle Ram Guards
Giant Snowball
Battle Ram Flying Machine Zappies Guards Witch
Zap
Battle Ram Flying Machine Zappies Guards Witch
Barbarian Barrel
Battle Ram Zappies Guards Witch
The Log
Mini P.E.K.K.A Battle Ram Zappies Guards Witch
Earthquake
Zappies Guards Witch
Arrows
Flying Machine Zappies Guards Witch
Royal Delivery
Mini P.E.K.K.A Battle Ram Flying Machine Zappies Guards Witch Bowler
Fireball
Battle Ram Flying Machine Zappies Witch Bowler
Poison
Flying Machine Zappies Guards Witch
Lightning
Mini P.E.K.K.A Battle Ram Witch Bowler
Rocket
Witch Bowler

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bowler 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.

Mini P.E.K.K.A Battle Ram Guards Bowler

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Guards Mini P.E.K.K.A Battle Ram Flying Machine Zappies Witch Bowler

Shortest cycle

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

13 The Log Guards Mini P.E.K.K.A Battle Ram

Attack Synergies 1 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.

Mini P.E.K.K.A
Bowler The Log
Battle Ram
The Log Flying Machine Zappies Witch
Flying Machine
Battle Ram Zappies Bowler
Zappies
Battle Ram Flying Machine Bowler
Guards
The Log
Witch
Battle Ram Bowler
Bowler
Mini P.E.K.K.A Flying Machine Zappies Witch The Log
The Log
Battle Ram Mini P.E.K.K.A Guards Bowler

Defense Synergies 2 14

Mini P.E.K.K.A
The Log Guards Witch Bowler
Battle Ram
Flying Machine
Zappies Guards Bowler The Log
Zappies
Flying Machine Guards Bowler The Log
Guards
Mini P.E.K.K.A Flying Machine Zappies Witch The Log
Witch
Mini P.E.K.K.A Guards Bowler The Log
Bowler
The Log Mini P.E.K.K.A Flying Machine Zappies Witch
The Log
Mini P.E.K.K.A Bowler Flying Machine Zappies Guards Witch

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.

Bowler Flying Machine Zappies The Log
Mini P.E.K.K.A Flying Machine Zappies Witch The Log
Mini P.E.K.K.A Witch Bowler Zappies
Mini P.E.K.K.A Witch Zappies Guards Bowler
Mini P.E.K.K.A Bowler The Log
Bowler The Log Flying Machine Zappies Guards
Flying Machine Zappies Witch
Bowler Flying Machine The Log
Mini P.E.K.K.A Zappies Witch
Guards Mini P.E.K.K.A Zappies Bowler
Guards Witch Flying Machine Zappies Bowler The Log
Flying Machine Zappies Witch
Mini P.E.K.K.A Bowler Flying Machine Zappies Guards Witch The Log
Bowler Mini P.E.K.K.A Zappies Guards Witch The Log
Mini P.E.K.K.A Zappies
Mini P.E.K.K.A Zappies Bowler The Log
Mini P.E.K.K.A Zappies Witch Bowler
Flying Machine Zappies Guards Witch Bowler The Log
Witch The Log Flying Machine Zappies Guards Bowler
Mini P.E.K.K.A Zappies
Bowler Mini P.E.K.K.A Flying Machine Zappies Guards Witch The Log

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Zappies Witch Bowler
Mini P.E.K.K.A Flying Machine Bowler The Log
Zappies Guards Mini P.E.K.K.A Witch Bowler The Log
Mini P.E.K.K.A Guards Bowler Zappies The Log
Mini P.E.K.K.A Zappies Guards Witch Bowler
Flying Machine Zappies Witch
Mini P.E.K.K.A Guards Flying Machine Zappies Witch Bowler
Mini P.E.K.K.A Zappies
Mini P.E.K.K.A Flying Machine Zappies Witch The Log
Witch Zappies Guards
Mini P.E.K.K.A Flying Machine Zappies Guards Witch Bowler
Guards Bowler The Log
Mini P.E.K.K.A Bowler Zappies Guards Witch
Flying Machine Zappies Witch Bowler
Zappies Guards Witch Mini P.E.K.K.A Flying Machine Bowler The Log
Bowler Mini P.E.K.K.A Flying Machine Zappies Witch 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.)

Flying Machine Guards The Log
Flying Machine Bowler The Log
Flying Machine The Log
Flying Machine Guards The Log
Bowler The Log
Flying Machine Witch
Flying Machine Witch Bowler The Log
The Log Flying Machine Bowler
The Log Flying Machine
Mini P.E.K.K.A Guards Bowler
Flying Machine Bowler The Log
Flying Machine
Flying Machine Bowler The Log
Flying Machine
Flying Machine The Log
Flying Machine Witch Bowler The Log
Flying Machine Bowler The Log
Mini P.E.K.K.A
Mini P.E.K.K.A Flying Machine Bowler The Log
Flying Machine Witch Bowler The Log
Bowler The Log
Bowler The Log
Flying Machine The Log
The Log Witch Bowler
Witch
The Log Flying Machine Witch Bowler
Flying Machine Witch Bowler The Log
The Log
Flying Machine Witch
Flying Machine Zappies Guards Witch
Mini P.E.K.K.A Bowler
The Log
Zappies
Bowler The Log
Flying Machine Zappies Guards Witch
Flying Machine Zappies Witch
The Log
Mini P.E.K.K.A Flying Machine Bowler
The Log Flying Machine Bowler
Flying Machine
Flying Machine Zappies Guards Witch Bowler The Log
Flying Machine Zappies Witch
Flying Machine Witch Bowler The Log

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