My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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 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.

Wizard Little Prince

Defensive buildings

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

Mortar

Investments

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

Wizard Dark Prince P.E.K.K.A Little Prince

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows Tornado

Punishments

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

Mortar Dark Prince

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.

Mortar Dark Prince 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.

Dark Prince

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
Guards Dark Prince
Giant Snowball
Guards Little Prince
Zap
Mortar Guards Dark Prince Little Prince
Barbarian Barrel
Mortar Wizard Guards Dark Prince Little Prince
The Log
Guards Dark Prince Little Prince
Earthquake
Mortar Guards
Arrows
Guards Little Prince
Royal Delivery
Wizard Guards Dark Prince P.E.K.K.A Little Prince
Fireball
Mortar Wizard Little Prince
Poison
Mortar Wizard Guards Little Prince
Lightning
Mortar Wizard Dark Prince Little Prince
Rocket
Mortar Wizard Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Wizard Tornado Dark Prince

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 Guards Tornado Dark Prince 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.

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 Guards Tornado Little Prince Mortar Dark Prince Wizard P.E.K.K.A

Shortest cycle

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

12 Arrows Guards Tornado Little Prince

Attack Synergies 3 8

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 Mortar Dark Prince
Mortar
Arrows Tornado Dark Prince
Wizard
Tornado Dark Prince P.E.K.K.A
Guards
Tornado
Wizard P.E.K.K.A Mortar Dark Prince
Dark Prince
Arrows Mortar Wizard Tornado Little Prince
P.E.K.K.A
Arrows Tornado Wizard
Little Prince
Dark Prince

Defense Synergies 2 14

Arrows
Mortar Tornado Dark Prince P.E.K.K.A Little Prince
Mortar
Arrows Wizard Guards Tornado
Wizard
Tornado Mortar Guards Dark Prince P.E.K.K.A
Guards
Mortar Wizard
Tornado
Wizard P.E.K.K.A Arrows Mortar Dark Prince Little Prince
Dark Prince
Arrows Wizard Tornado Little Prince
P.E.K.K.A
Tornado Arrows Wizard
Little Prince
Arrows Tornado Dark Prince

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.

Mortar Wizard
P.E.K.K.A Mortar Dark Prince
Mortar Tornado P.E.K.K.A Dark Prince
P.E.K.K.A Mortar Guards Dark Prince
Arrows Tornado Dark Prince P.E.K.K.A
Arrows Tornado Guards Dark Prince
Tornado Arrows Mortar Wizard Little Prince
Arrows P.E.K.K.A
P.E.K.K.A Mortar Tornado
Guards Tornado Dark Prince Little Prince
Guards Arrows Wizard Tornado Dark Prince
Arrows Wizard Tornado
Mortar P.E.K.K.A Wizard Guards Dark Prince
Wizard Arrows Mortar Guards Tornado Dark Prince P.E.K.K.A
P.E.K.K.A Mortar
Tornado Mortar P.E.K.K.A
Wizard Arrows Mortar Tornado Dark Prince P.E.K.K.A
Arrows Mortar Wizard Guards Tornado Dark Prince Little Prince
Arrows Mortar Wizard Tornado Guards Dark Prince Little Prince
P.E.K.K.A Mortar Tornado
Wizard Dark Prince Arrows Guards P.E.K.K.A Little Prince
P.E.K.K.A Mortar

Counters to secondary win conditions

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

Guards Dark Prince P.E.K.K.A
Arrows Mortar Wizard
Guards P.E.K.K.A Dark Prince
Guards Dark Prince P.E.K.K.A Tornado
P.E.K.K.A Guards Dark Prince
Arrows Wizard Tornado
Guards Dark Prince P.E.K.K.A
P.E.K.K.A Dark Prince
P.E.K.K.A Mortar Tornado Dark Prince
P.E.K.K.A Guards
P.E.K.K.A Guards Dark Prince
P.E.K.K.A Arrows Guards Tornado Dark Prince
Dark Prince P.E.K.K.A Wizard Guards
Wizard
Guards Mortar Tornado Dark Prince P.E.K.K.A Little Prince
Arrows Wizard Dark Prince P.E.K.K.A
Arrows Mortar

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 Mortar Guards
Arrows Mortar Tornado
Arrows
Arrows Guards Dark Prince
Wizard Arrows Mortar Dark Prince
Arrows Wizard Tornado
Arrows Mortar Wizard Tornado
Arrows Wizard Tornado
Arrows Mortar Wizard Tornado
Guards Tornado
Arrows Mortar Wizard Tornado Dark Prince
Arrows Wizard Tornado
Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar Wizard
Arrows Mortar Wizard
Arrows Mortar Tornado
Arrows Mortar Wizard Dark Prince
Arrows Mortar Wizard Tornado Little Prince
Arrows Wizard Tornado
Tornado
Arrows Mortar
Arrows Tornado Mortar Wizard Dark Prince Little Prince
Arrows Mortar Wizard Tornado
Arrows Mortar Wizard Tornado
Arrows Mortar Tornado
Arrows Wizard Tornado Little Prince
Wizard Guards
Arrows Mortar Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Guards Dark Prince
Arrows Wizard Tornado
Arrows
Wizard Dark Prince
Arrows Mortar Wizard
Arrows Tornado
Dark Prince P.E.K.K.A
Guards Tornado
Tornado
Mortar Tornado Dark Prince Little Prince
P.E.K.K.A
Mortar Wizard

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