My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Elixir Golem Wizard P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

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 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.

Elixir Golem P.E.K.K.A 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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Elixir Golem Rage P.E.K.K.A 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 Rage Arrows Firecracker Elixir Golem Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

8 Mirror Rage Arrows Firecracker

Attack Synergies 4 10

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 Mega Knight
Firecracker
Elixir Golem Mirror P.E.K.K.A Mega Knight
Elixir Golem
Firecracker Rage Arrows Wizard Mirror
Wizard
Elixir Golem Rage P.E.K.K.A Mega Knight
Mirror
Arrows Firecracker Elixir Golem
Rage
Elixir Golem Wizard
P.E.K.K.A
Arrows Firecracker Wizard
Mega Knight
Arrows Firecracker Wizard

Defense Synergies 2 7

Arrows
Mirror Mega Knight P.E.K.K.A
Firecracker
Mirror P.E.K.K.A Mega Knight
Elixir Golem
Wizard
P.E.K.K.A Mega Knight
Mirror
Arrows Firecracker Mega Knight
Rage
P.E.K.K.A
Arrows Firecracker Wizard
Mega Knight
Arrows 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.

Firecracker Wizard
P.E.K.K.A Firecracker Mega Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Firecracker Mega Knight
Arrows Firecracker P.E.K.K.A Mega Knight
Arrows Firecracker Mega Knight
Arrows Firecracker Wizard
Arrows P.E.K.K.A Mega Knight
P.E.K.K.A
Firecracker Mega Knight
Arrows Firecracker Wizard Mega Knight
Arrows Firecracker Wizard
P.E.K.K.A Mega Knight Wizard
Wizard Mega Knight Arrows Firecracker P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
Wizard Mega Knight Arrows Firecracker P.E.K.K.A
Arrows Mega Knight Firecracker Wizard
Arrows Wizard Firecracker Mega Knight
P.E.K.K.A
Wizard Mega Knight Arrows Firecracker P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight P.E.K.K.A
Arrows Firecracker Wizard Mega Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight
Arrows Firecracker Wizard
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Firecracker
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Arrows
P.E.K.K.A Mega Knight Wizard
Wizard Firecracker Mega Knight
Firecracker P.E.K.K.A
Arrows Mega Knight Firecracker Wizard P.E.K.K.A
Arrows

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 Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Wizard Arrows Firecracker Mega Knight
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Firecracker Arrows Wizard
Arrows Firecracker Wizard
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Wizard
Arrows Firecracker Wizard Mega Knight
Arrows
Arrows Firecracker Wizard Mega Knight
Arrows Firecracker Wizard Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Firecracker Wizard Mega Knight
Arrows Firecracker Wizard
Arrows Wizard Mega Knight
Arrows Firecracker
Arrows Firecracker Wizard
Firecracker Wizard
Arrows Wizard Mega Knight
Arrows Firecracker
P.E.K.K.A Mega Knight
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows
Firecracker Wizard Mega Knight
Arrows Firecracker Wizard
Arrows
Firecracker P.E.K.K.A Mega Knight
Firecracker
Firecracker
Firecracker Mega Knight
P.E.K.K.A
Firecracker Wizard Mega Knight

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