My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

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

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!
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 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.

Witch Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Drill

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Elixir Golem Witch P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Elixir Golem Goblin Drill

Damage spells

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

Arrows Rage

Punishments

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

Elixir Golem

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Drill

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Elixir Golem 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.

Goblin Drill Electro Wizard

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
Elixir Golem Goblin Drill
Giant Snowball
Goblin Drill Witch
Zap
Goblin Drill Witch
Barbarian Barrel
Elixir Golem Goblin Drill Witch Electro Wizard
The Log
Elixir Golem Goblin Drill Witch
Earthquake
Elixir Golem Goblin Drill Witch
Arrows
Goblin Drill Witch
Royal Delivery
Elixir Golem Goblin Drill Witch P.E.K.K.A Electro Wizard
Fireball
Elixir Golem Goblin Drill Witch Electro Wizard
Poison
Elixir Golem Goblin Drill Witch Electro Wizard
Lightning
Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Arrows Elixir Golem Rage Goblin Drill P.E.K.K.A

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Rage Arrows Elixir Golem Goblin Drill Electro Wizard Witch P.E.K.K.A

Shortest cycle

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

8 Mirror Rage Arrows Elixir Golem

Attack Synergies 5 6

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.

Arrows
Mirror P.E.K.K.A Elixir Golem Goblin Drill
Elixir Golem
Rage Arrows Mirror Witch
Mirror
Arrows Elixir Golem
Rage
Elixir Golem Witch Electro Wizard
Goblin Drill
Arrows
Witch
Rage Elixir Golem P.E.K.K.A
P.E.K.K.A
Arrows Electro Wizard Witch
Electro Wizard
P.E.K.K.A Rage

Defense Synergies 1 5

Arrows
Mirror P.E.K.K.A
Elixir Golem
Mirror
Arrows Electro Wizard
Rage
Goblin Drill
Electro Wizard
Witch
Electro Wizard
P.E.K.K.A
Arrows Electro Wizard
Electro Wizard
Mirror Goblin Drill Witch P.E.K.K.A

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.

Electro Wizard
P.E.K.K.A Goblin Drill Witch Electro Wizard
Witch P.E.K.K.A Goblin Drill Electro Wizard
Witch P.E.K.K.A Goblin Drill Electro Wizard
Arrows P.E.K.K.A
Arrows Electro Wizard
Electro Wizard Arrows Witch
Arrows P.E.K.K.A Electro Wizard
Witch P.E.K.K.A Goblin Drill
Electro Wizard
Witch Electro Wizard Arrows Goblin Drill
Arrows Witch Electro Wizard
Goblin Drill P.E.K.K.A Witch Electro Wizard
Arrows Goblin Drill Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Drill Electro Wizard
Goblin Drill P.E.K.K.A Electro Wizard
Arrows Goblin Drill Witch P.E.K.K.A Electro Wizard
Arrows Goblin Drill Witch Electro Wizard
Arrows Goblin Drill Witch Electro Wizard
P.E.K.K.A Goblin Drill Electro Wizard
Arrows Witch P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Witch P.E.K.K.A Electro Wizard
Electro Wizard Arrows
P.E.K.K.A Witch Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Drill Witch
Arrows Witch Electro Wizard
P.E.K.K.A Witch Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Witch
Witch P.E.K.K.A Goblin Drill
P.E.K.K.A Witch
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A Witch
Witch
Witch Electro Wizard Goblin Drill P.E.K.K.A
Arrows Witch P.E.K.K.A Electro Wizard
Arrows 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.)

Arrows Goblin Drill
Arrows Electro Wizard
Arrows Goblin Drill
Arrows
Arrows
Arrows Witch
Arrows Witch
Arrows
Arrows
Electro Wizard
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows Goblin Drill Witch
Arrows
Arrows
Arrows Electro Wizard
Arrows Witch
Arrows
Arrows Goblin Drill
Arrows Witch
Witch
Arrows Witch Electro Wizard
Arrows Witch
Arrows
Arrows Witch Electro Wizard
Electro Wizard Witch
Arrows
Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Witch
Arrows Witch Electro Wizard
Arrows
Electro Wizard
Arrows
Arrows
P.E.K.K.A
Witch Electro Wizard
Witch Electro Wizard
Witch Electro Wizard
P.E.K.K.A

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