My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Godly!
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.

Wizard Electro Wizard Magic Archer 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.

Wizard Electro Wizard Magic Archer Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Arrows

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 Ram Rider 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 Magic Archer Ram Rider 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.

Mini P.E.K.K.A Electro Wizard Magic Archer 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
Skeleton Army Ram Rider
Giant Snowball
Skeleton Army Ram Rider
Zap
Skeleton Army Ram Rider
Barbarian Barrel
Wizard Skeleton Army Electro Wizard Magic Archer
The Log
Mini P.E.K.K.A Skeleton Army Ram Rider
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Mini P.E.K.K.A Wizard Skeleton Army Electro Wizard Magic Archer Ram Rider
Fireball
Wizard Skeleton Army Electro Wizard Magic Archer Ram Rider
Poison
Wizard Skeleton Army Electro Wizard Magic Archer
Lightning
Mini P.E.K.K.A Wizard Electro Wizard Magic Archer Ram Rider
Rocket
Wizard Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Magic Archer 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.

Arrows Mini P.E.K.K.A Skeleton Army Mega Knight

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Skeleton Army Mini P.E.K.K.A Electro Wizard Magic Archer Wizard Ram Rider Mega Knight

Shortest cycle

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

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

Attack Synergies 1 15

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
Mini P.E.K.K.A Ram Rider Mega Knight
Mini P.E.K.K.A
Arrows Wizard Electro Wizard Magic Archer Ram Rider Mega Knight
Wizard
Mini P.E.K.K.A Ram Rider Mega Knight
Skeleton Army
Electro Wizard
Mini P.E.K.K.A Magic Archer Ram Rider Mega Knight
Magic Archer
Ram Rider Mini P.E.K.K.A Electro Wizard Mega Knight
Ram Rider
Magic Archer Arrows Mini P.E.K.K.A Wizard Electro Wizard Mega Knight
Mega Knight
Arrows Mini P.E.K.K.A Wizard Electro Wizard Magic Archer Ram Rider

Defense Synergies 2 15

Arrows
Mega Knight Mini P.E.K.K.A
Mini P.E.K.K.A
Electro Wizard Arrows Wizard Skeleton Army Magic Archer Ram Rider
Wizard
Mini P.E.K.K.A Skeleton Army Electro Wizard Mega Knight
Skeleton Army
Mini P.E.K.K.A Wizard Electro Wizard Magic Archer
Electro Wizard
Mini P.E.K.K.A Wizard Skeleton Army Magic Archer Ram Rider Mega Knight
Magic Archer
Mini P.E.K.K.A Skeleton Army Electro Wizard Ram Rider Mega Knight
Ram Rider
Mini P.E.K.K.A Electro Wizard Magic Archer
Mega Knight
Arrows Wizard Electro Wizard Magic Archer

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.

Wizard Electro Wizard Magic Archer Ram Rider
Mini P.E.K.K.A Skeleton Army Electro Wizard Ram Rider Mega Knight
Mini P.E.K.K.A Skeleton Army Ram Rider Mega Knight Electro Wizard
Mini P.E.K.K.A Skeleton Army Electro Wizard Ram Rider Mega Knight
Arrows Mini P.E.K.K.A Skeleton Army Mega Knight
Arrows Skeleton Army Electro Wizard Magic Archer Mega Knight
Electro Wizard Ram Rider Arrows Wizard Magic Archer
Arrows Electro Wizard Magic Archer Ram Rider Mega Knight
Mini P.E.K.K.A Skeleton Army
Skeleton Army Mini P.E.K.K.A Electro Wizard Mega Knight
Skeleton Army Electro Wizard Arrows Wizard Magic Archer Ram Rider Mega Knight
Arrows Wizard Electro Wizard Magic Archer Ram Rider
Mini P.E.K.K.A Skeleton Army Mega Knight Wizard Electro Wizard Ram Rider
Wizard Skeleton Army Mega Knight Arrows Mini P.E.K.K.A Electro Wizard Magic Archer
Mini P.E.K.K.A Skeleton Army Electro Wizard Ram Rider Mega Knight
Skeleton Army Mini P.E.K.K.A Electro Wizard Ram Rider Mega Knight
Wizard Mega Knight Arrows Mini P.E.K.K.A Skeleton Army Electro Wizard
Arrows Mega Knight Wizard Skeleton Army Electro Wizard Magic Archer Ram Rider
Arrows Wizard Electro Wizard Magic Archer Ram Rider Mega Knight
Mini P.E.K.K.A Electro Wizard Ram Rider
Wizard Skeleton Army Mega Knight Arrows 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 Arrows Mini P.E.K.K.A Wizard Magic Archer Mega Knight
Skeleton Army Mega Knight Mini P.E.K.K.A Electro Wizard Ram Rider
Mini P.E.K.K.A Skeleton Army Mega Knight Electro Wizard Ram Rider
Mini P.E.K.K.A Skeleton Army Ram Rider Mega Knight
Arrows Wizard Electro Wizard Magic Archer Ram Rider
Mini P.E.K.K.A Skeleton Army Electro Wizard Ram Rider
Mini P.E.K.K.A Mega Knight Skeleton Army
Electro Wizard Mega Knight Mini P.E.K.K.A Skeleton Army Magic Archer
Skeleton Army
Mega Knight Mini P.E.K.K.A
Skeleton Army Mega Knight Arrows Electro Wizard
Mini P.E.K.K.A Skeleton Army Mega Knight Wizard Ram Rider
Wizard Skeleton Army Magic Archer Mega Knight
Skeleton Army Electro Wizard Mini P.E.K.K.A Magic Archer
Arrows Mega Knight Mini P.E.K.K.A Wizard Electro Wizard Magic Archer
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.)

Magic Archer Arrows
Arrows Electro Wizard Magic Archer Ram Rider
Arrows Magic Archer
Arrows
Wizard Arrows Magic Archer Mega Knight
Arrows Wizard Magic Archer Ram Rider
Arrows Wizard Magic Archer
Arrows Wizard Magic Archer Ram Rider
Arrows Wizard Ram Rider
Mini P.E.K.K.A Electro Wizard
Arrows Wizard Electro Wizard Magic Archer Ram Rider
Arrows Wizard Magic Archer
Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Wizard Magic Archer
Magic Archer Arrows Wizard Mega Knight
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Electro Wizard Magic Archer Mega Knight
Arrows Wizard Magic Archer Mega Knight
Magic Archer Mega Knight
Arrows Wizard
Arrows
Arrows Wizard Magic Archer Mega Knight
Arrows Wizard Electro Wizard Magic Archer Ram Rider
Arrows Wizard Magic Archer Ram Rider Mega Knight
Arrows Magic Archer
Arrows Wizard Electro Wizard Magic Archer
Electro Wizard Wizard
Mini P.E.K.K.A
Arrows Wizard Magic Archer Mega Knight
Arrows Electro Wizard Magic Archer
Mega Knight
Arrows Wizard Magic Archer
Electro Wizard Skeleton Army Magic Archer
Arrows Wizard Electro Wizard Magic Archer Ram Rider
Arrows
Mini P.E.K.K.A Wizard Electro Wizard Magic Archer Mega Knight
Arrows Wizard Magic Archer
Arrows
Mega Knight
Electro Wizard Magic Archer
Electro Wizard Magic Archer
Electro Wizard Magic Archer Mega Knight
Wizard Mega Knight

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