My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Electro 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 Royal Giant Wizard Electro Wizard Mega Knight Mighty Miner

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Missing

Punishments

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

Royal Giant 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.

Royal Giant Mini P.E.K.K.A Mega Knight Mighty Miner

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 Electro Wizard Mighty Miner

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Wizard Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Mega Knight Mighty Miner

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.

Royal Giant Skeleton Army

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Firecracker Skeleton Army Mini P.E.K.K.A Electro Wizard Mighty Miner Wizard Royal Giant Mega Knight

Shortest cycle

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

14 Firecracker Skeleton Army Mini P.E.K.K.A Electro Wizard

Attack Synergies 1 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.

Firecracker
Royal Giant Mini P.E.K.K.A Mega Knight
Royal Giant
Firecracker Wizard Electro Wizard
Mini P.E.K.K.A
Firecracker Wizard Electro Wizard Mega Knight
Wizard
Royal Giant Mini P.E.K.K.A Mega Knight
Skeleton Army
Electro Wizard
Royal Giant Mini P.E.K.K.A Mega Knight
Mega Knight
Firecracker Mini P.E.K.K.A Wizard Electro Wizard
Mighty Miner

Defense Synergies 1 12

Firecracker
Mini P.E.K.K.A Skeleton Army Electro Wizard Mega Knight
Royal Giant
Mini P.E.K.K.A
Electro Wizard Firecracker Wizard Skeleton Army
Wizard
Mini P.E.K.K.A Skeleton Army Electro Wizard Mega Knight Mighty Miner
Skeleton Army
Firecracker Mini P.E.K.K.A Wizard Electro Wizard
Electro Wizard
Mini P.E.K.K.A Firecracker Wizard Skeleton Army Mega Knight
Mega Knight
Firecracker Wizard Electro Wizard
Mighty Miner
Wizard

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.

Firecracker Wizard Electro Wizard
Mini P.E.K.K.A Skeleton Army Firecracker Electro Wizard Mega Knight
Mini P.E.K.K.A Skeleton Army Mega Knight Electro Wizard
Mini P.E.K.K.A Skeleton Army Firecracker Electro Wizard Mega Knight
Firecracker Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army Firecracker Electro Wizard Mega Knight
Electro Wizard Firecracker Wizard
Electro Wizard Mega Knight
Mini P.E.K.K.A Mighty Miner Skeleton Army
Skeleton Army Firecracker Mini P.E.K.K.A Electro Wizard Mega Knight
Skeleton Army Electro Wizard Firecracker Wizard Mega Knight
Firecracker Wizard Electro Wizard
Mini P.E.K.K.A Skeleton Army Mega Knight Wizard Electro Wizard
Wizard Skeleton Army Mega Knight Firecracker Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Skeleton Army Electro Wizard Mega Knight
Skeleton Army Mini P.E.K.K.A Electro Wizard Mega Knight
Wizard Mega Knight Firecracker Mini P.E.K.K.A Skeleton Army Electro Wizard
Mega Knight Firecracker Wizard Skeleton Army Electro Wizard
Wizard Firecracker Electro Wizard Mega Knight
Mini P.E.K.K.A Electro Wizard
Wizard Skeleton Army Mega Knight Firecracker Mini 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.

Mini P.E.K.K.A Skeleton Army Mega Knight Electro Wizard
Electro Wizard Firecracker Mini P.E.K.K.A Wizard Mega Knight
Skeleton Army Mega Knight Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Skeleton Army Mega Knight Electro Wizard
Mini P.E.K.K.A Skeleton Army Mega Knight Mighty Miner
Firecracker Wizard Electro Wizard
Mini P.E.K.K.A Skeleton Army Electro Wizard
Mini P.E.K.K.A Mega Knight Mighty Miner Skeleton Army
Electro Wizard Mega Knight Firecracker Mini P.E.K.K.A Skeleton Army
Skeleton Army
Mega Knight Mini P.E.K.K.A
Skeleton Army Mega Knight Electro Wizard
Mini P.E.K.K.A Skeleton Army Mega Knight Wizard
Wizard Firecracker Skeleton Army Mega Knight
Skeleton Army Electro Wizard Firecracker Mini P.E.K.K.A Mighty Miner
Mega Knight Firecracker Mini P.E.K.K.A Wizard Electro Wizard Mighty Miner
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.)

Firecracker
Firecracker Electro Wizard
Firecracker
Wizard Firecracker Mega Knight
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Firecracker Wizard
Mini P.E.K.K.A Electro Wizard
Firecracker Wizard Electro Wizard
Firecracker Wizard
Firecracker
Firecracker
Firecracker
Firecracker Wizard
Firecracker Wizard Mega Knight
Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A Wizard Electro Wizard Mega Knight
Firecracker Wizard Mega Knight
Mega Knight
Wizard
Firecracker Wizard Mega Knight
Firecracker Wizard Electro Wizard
Wizard Mega Knight
Firecracker
Firecracker Wizard Electro Wizard
Electro Wizard Firecracker Wizard
Mini P.E.K.K.A
Wizard Mega Knight
Firecracker Electro Wizard
Mighty Miner Mega Knight
Firecracker Wizard
Electro Wizard Skeleton Army
Firecracker Wizard Electro Wizard
Firecracker Mini P.E.K.K.A Wizard Electro Wizard Mega Knight
Firecracker Wizard
Firecracker Mega Knight
Firecracker Electro Wizard
Firecracker Electro Wizard
Firecracker Electro Wizard Mega Knight
Firecracker Wizard Mega Knight

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