My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Minion Horde Electro Wizard Ram Rider

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.

P.E.K.K.A Bandit Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Wall Breakers Ram Rider

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.

Wall Breakers Bandit Ram Rider

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.

Minion Horde Wall Breakers P.E.K.K.A Bandit Ram Rider

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.

Bandit Electro Wizard Ram Rider

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
Minion Horde Wall Breakers Bandit Ram Rider
Giant Snowball
Minion Horde Wall Breakers Ram Rider
Zap
Minion Horde Wall Breakers Bandit Ram Rider
Barbarian Barrel
Wall Breakers Bandit Electro Wizard
The Log
Wall Breakers Bandit Ram Rider
Earthquake
Arrows
Minion Horde Wall Breakers
Royal Delivery
Minion Horde Wall Breakers P.E.K.K.A Bandit Electro Wizard Ram Rider
Fireball
Minion Horde Wall Breakers Bandit Electro Wizard Ram Rider
Poison
Minion Horde Electro Wizard
Lightning
Bandit Electro Wizard Ram Rider
Rocket
Minion Horde Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows

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 Rage 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.

Minion Horde 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.

Wall Breakers Rage Arrows Bandit Electro Wizard Minion Horde Ram Rider P.E.K.K.A

Shortest cycle

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

10 Wall Breakers Rage Arrows Bandit

Attack Synergies 3 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.

Arrows
P.E.K.K.A Wall Breakers Bandit Ram Rider
Minion Horde
Rage
Wall Breakers
Arrows Electro Wizard
Rage
Minion Horde Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Ram Rider
Bandit
Arrows Electro Wizard Ram Rider
Electro Wizard
P.E.K.K.A Wall Breakers Rage Bandit Ram Rider
Ram Rider
Arrows P.E.K.K.A Bandit Electro Wizard

Defense Synergies 0 6

Arrows
P.E.K.K.A Bandit
Minion Horde
Wall Breakers
Rage
P.E.K.K.A
Arrows Electro Wizard
Bandit
Arrows Electro Wizard Ram Rider
Electro Wizard
P.E.K.K.A Bandit Ram Rider
Ram Rider
Bandit Electro 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.

Minion Horde Electro Wizard Ram Rider
Minion Horde P.E.K.K.A Bandit Electro Wizard Ram Rider
Minion Horde P.E.K.K.A Ram Rider Bandit Electro Wizard
Minion Horde P.E.K.K.A Bandit Electro Wizard Ram Rider
Arrows P.E.K.K.A
Arrows Bandit Electro Wizard
Minion Horde Electro Wizard Ram Rider Arrows
Arrows P.E.K.K.A Bandit Electro Wizard Ram Rider
Minion Horde P.E.K.K.A
Minion Horde Bandit Electro Wizard
Minion Horde Electro Wizard Arrows Bandit Ram Rider
Arrows Minion Horde Electro Wizard Ram Rider
Minion Horde P.E.K.K.A Bandit Electro Wizard Ram Rider
Arrows Minion Horde P.E.K.K.A Electro Wizard
P.E.K.K.A Minion Horde Bandit Electro Wizard Ram Rider
Minion Horde P.E.K.K.A Bandit Electro Wizard Ram Rider
Minion Horde Arrows P.E.K.K.A Electro Wizard
Arrows Minion Horde Bandit Electro Wizard Ram Rider
Arrows Bandit Electro Wizard Ram Rider
P.E.K.K.A Electro Wizard Ram Rider
Arrows Minion Horde P.E.K.K.A Bandit 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.

P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Arrows
P.E.K.K.A Bandit Minion Horde Electro Wizard Ram Rider
P.E.K.K.A Minion Horde Bandit Electro Wizard Ram Rider
P.E.K.K.A Minion Horde Bandit Ram Rider
Arrows Minion Horde Electro Wizard Ram Rider
P.E.K.K.A Minion Horde Bandit Electro Wizard Ram Rider
P.E.K.K.A Minion Horde
Minion Horde P.E.K.K.A Electro Wizard Bandit
P.E.K.K.A Minion Horde
P.E.K.K.A Minion Horde
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A Minion Horde Bandit Ram Rider
Minion Horde
Electro Wizard Minion Horde P.E.K.K.A
Arrows Minion Horde 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 Minion Horde Bandit
Arrows Bandit Electro Wizard Ram Rider
Arrows Minion Horde Bandit
Arrows
Arrows Minion Horde
Arrows Minion Horde Ram Rider
Arrows Minion Horde
Arrows Ram Rider
Arrows Bandit Ram Rider
Minion Horde Electro Wizard
Arrows Minion Horde Bandit Electro Wizard Ram Rider
Arrows
Bandit
Arrows Minion Horde Bandit
Arrows
Arrows Minion Horde Bandit
Arrows Minion Horde Bandit
Arrows
Minion Horde
Arrows Bandit Electro Wizard
Arrows
Minion Horde
Arrows
Arrows Minion Horde
Arrows
Minion Horde
Arrows Bandit Electro Wizard Ram Rider
Arrows Bandit Ram Rider
Arrows Bandit
Arrows Minion Horde Electro Wizard
Electro Wizard Minion Horde
Minion Horde
Arrows Minion Horde Bandit
Arrows Minion Horde Electro Wizard
P.E.K.K.A Minion Horde
Arrows
Minion Horde Electro Wizard Bandit
Arrows Electro Wizard Ram Rider
Arrows
Minion Horde Electro Wizard
Arrows
Arrows
Minion Horde P.E.K.K.A
Minion Horde Electro Wizard
Electro Wizard
Bandit Electro Wizard
P.E.K.K.A

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