My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Firecracker Wizard

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.

Firecracker Wizard Giant Skeleton Mega Knight

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

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 Mega 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.

Mini P.E.K.K.A Giant Skeleton Mega Knight

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.

Firecracker Mini P.E.K.K.A Giant Skeleton

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
Clone Giant Skeleton
Giant Snowball
Clone
Zap
Firecracker Clone
Barbarian Barrel
Firecracker Wizard Clone Giant Skeleton
The Log
Firecracker Mini P.E.K.K.A Clone Giant Skeleton
Earthquake
Firecracker Clone
Arrows
Firecracker Clone
Royal Delivery
Firecracker Mini P.E.K.K.A Wizard Clone Giant Skeleton
Fireball
Firecracker Wizard Clone
Poison
Firecracker Wizard Clone
Lightning
Mini P.E.K.K.A Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Wizard Mega Knight

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 Clone Giant Skeleton Mega Knight

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Firecracker Clone Mini P.E.K.K.A Wizard Giant Skeleton Mega Knight

Shortest cycle

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

8 Mirror Zap Firecracker Clone

Attack Synergies 3 14

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
Firecracker Mirror Mini P.E.K.K.A Giant Skeleton Mega Knight
Firecracker
Zap Mini P.E.K.K.A Mirror Giant Skeleton Mega Knight
Mini P.E.K.K.A
Zap Firecracker Wizard Mirror Giant Skeleton Mega Knight
Wizard
Mini P.E.K.K.A Giant Skeleton Mega Knight
Mirror
Zap Firecracker Mini P.E.K.K.A Giant Skeleton
Clone
Giant Skeleton
Giant Skeleton
Clone Zap Firecracker Mini P.E.K.K.A Wizard Mirror
Mega Knight
Zap Firecracker Mini P.E.K.K.A Wizard

Defense Synergies 3 11

Zap
Mini P.E.K.K.A Mirror Mega Knight Firecracker Giant Skeleton
Firecracker
Zap Mini P.E.K.K.A Mirror Giant Skeleton Mega Knight
Mini P.E.K.K.A
Zap Firecracker Wizard Mirror
Wizard
Mini P.E.K.K.A Giant Skeleton Mega Knight
Mirror
Zap Firecracker Mini P.E.K.K.A Mega Knight
Clone
Giant Skeleton
Zap Firecracker Wizard
Mega Knight
Zap Firecracker Wizard Mirror

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 Firecracker Wizard
Mini P.E.K.K.A Zap Firecracker Mega Knight
Mini P.E.K.K.A Mega Knight Giant Skeleton
Mini P.E.K.K.A Firecracker Mega Knight
Firecracker Mini P.E.K.K.A Giant Skeleton Mega Knight
Zap Firecracker Mega Knight
Zap Firecracker Wizard
Zap Giant Skeleton Mega Knight
Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A Giant Skeleton Mega Knight
Zap Firecracker Wizard Giant Skeleton Mega Knight
Zap Firecracker Wizard
Mini P.E.K.K.A Mega Knight Zap Wizard Giant Skeleton
Wizard Mega Knight Zap Firecracker Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight
Zap Mini P.E.K.K.A Mega Knight
Wizard Mega Knight Firecracker Mini P.E.K.K.A
Mega Knight Zap Firecracker Wizard
Zap Wizard Firecracker Giant Skeleton Mega Knight
Mini P.E.K.K.A
Wizard Mega Knight Firecracker Mini P.E.K.K.A Giant Skeleton

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Zap Giant Skeleton
Zap Firecracker Mini P.E.K.K.A Wizard Mega Knight
Giant Skeleton Mega Knight Zap Mini P.E.K.K.A
Mini P.E.K.K.A Giant Skeleton Mega Knight Zap
Giant Skeleton Mini P.E.K.K.A Mega Knight
Firecracker Wizard Zap
Mini P.E.K.K.A Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Mega Knight
Zap Giant Skeleton Mega Knight Firecracker Mini P.E.K.K.A
Mega Knight Mini P.E.K.K.A Giant Skeleton
Mega Knight Zap Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Mega Knight Wizard
Wizard Firecracker Mega Knight
Zap Firecracker Mini P.E.K.K.A Giant Skeleton
Mega Knight Zap Firecracker Mini P.E.K.K.A Wizard Giant Skeleton
Zap

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.)

Firecracker Giant Skeleton
Firecracker Zap
Giant Skeleton
Firecracker Giant Skeleton
Wizard Zap Firecracker Mega Knight
Firecracker Wizard Zap
Firecracker Wizard
Zap Firecracker Wizard
Zap Firecracker Wizard
Mini P.E.K.K.A
Firecracker Zap Wizard
Zap Firecracker Wizard
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker Wizard
Firecracker Wizard Mega Knight
Mini P.E.K.K.A
Zap Firecracker Mini P.E.K.K.A Wizard Mega Knight
Zap Firecracker Wizard Mega Knight
Giant Skeleton Mega Knight
Wizard
Zap
Zap Firecracker Wizard Mega Knight
Firecracker Zap Wizard
Zap Wizard Mega Knight
Zap Firecracker
Zap Firecracker Wizard
Zap Firecracker Wizard
Mini P.E.K.K.A
Zap Wizard Mega Knight
Zap Firecracker
Giant Skeleton Mega Knight
Firecracker Wizard
Zap
Zap Firecracker Wizard
Firecracker Mini P.E.K.K.A Wizard Mega Knight
Zap Firecracker Wizard
Zap Giant Skeleton
Firecracker Mega Knight
Zap Firecracker Giant Skeleton
Firecracker Zap
Zap Firecracker Giant Skeleton Mega Knight
Firecracker Wizard Mega Knight

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