My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon Ice Wizard Ram Rider

Defensive buildings

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

Cannon

Investments

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

Bomber Electro Dragon P.E.K.K.A Ice Wizard Ram Rider

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.

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.

P.E.K.K.A 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.

Electro Dragon 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
Bomber Guards Ram Rider
Giant Snowball
Bomber Cannon Guards Electro Dragon Ram Rider
Zap
Bomber Cannon Guards Ram Rider
Barbarian Barrel
Bomber Cannon Guards Ice Wizard
The Log
Bomber Cannon Guards Ram Rider
Earthquake
Bomber Cannon Guards
Arrows
Bomber Guards
Royal Delivery
Bomber Guards Electro Dragon P.E.K.K.A Ice Wizard Ram Rider
Fireball
Bomber Cannon Electro Dragon Ice Wizard Ram Rider
Poison
Bomber Cannon Guards Electro Dragon Ice Wizard
Lightning
Cannon Electro Dragon Ice Wizard Ram Rider
Rocket
Electro Dragon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Electro Dragon Ice Wizard

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 Guards P.E.K.K.A Ice Wizard

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.

Ice 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Arrows Cannon Guards Ice Wizard Electro Dragon Ram Rider P.E.K.K.A

Shortest cycle

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

11 Bomber Arrows Cannon Guards

Attack Synergies 1 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.

Bomber
P.E.K.K.A Ram Rider
Arrows
P.E.K.K.A Ram Rider
Cannon
Guards
Ram Rider
Electro Dragon
P.E.K.K.A Ice Wizard
P.E.K.K.A
Arrows Bomber Electro Dragon Ice Wizard Ram Rider
Ice Wizard
Electro Dragon P.E.K.K.A Ram Rider
Ram Rider
Bomber Arrows Guards P.E.K.K.A Ice Wizard

Defense Synergies 0 13

Bomber
Cannon Guards P.E.K.K.A
Arrows
Cannon P.E.K.K.A Ice Wizard
Cannon
Bomber Arrows Guards Electro Dragon Ice Wizard
Guards
Bomber Cannon Electro Dragon Ice Wizard
Electro Dragon
Cannon Guards Ice Wizard
P.E.K.K.A
Bomber Arrows Ice Wizard
Ice Wizard
Arrows Cannon Guards Electro Dragon P.E.K.K.A
Ram Rider

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.

Bomber Cannon Electro Dragon Ram Rider
P.E.K.K.A Cannon Electro Dragon Ice Wizard Ram Rider
Cannon P.E.K.K.A Ram Rider Bomber Electro Dragon Ice Wizard
Cannon P.E.K.K.A Guards Electro Dragon Ice Wizard Ram Rider
Bomber Arrows P.E.K.K.A
Arrows Bomber Cannon Guards Electro Dragon Ice Wizard
Ram Rider Arrows Cannon Electro Dragon Ice Wizard
Arrows Cannon Electro Dragon P.E.K.K.A Ram Rider
Cannon P.E.K.K.A Ice Wizard
Guards Bomber Cannon Ice Wizard
Guards Ice Wizard Bomber Arrows Cannon Electro Dragon Ram Rider
Arrows Electro Dragon Ice Wizard Ram Rider
Cannon P.E.K.K.A Bomber Guards Electro Dragon Ice Wizard Ram Rider
Bomber Arrows Cannon Guards Electro Dragon P.E.K.K.A
P.E.K.K.A Cannon Ram Rider
Cannon P.E.K.K.A Ram Rider
Bomber Arrows Cannon Electro Dragon P.E.K.K.A
Arrows Cannon Bomber Guards Electro Dragon Ice Wizard Ram Rider
Arrows Bomber Cannon Guards Electro Dragon Ice Wizard Ram Rider
P.E.K.K.A Cannon Ram Rider
Bomber Arrows Cannon Guards Electro Dragon P.E.K.K.A
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Guards P.E.K.K.A
Bomber Arrows Electro Dragon
Guards P.E.K.K.A Electro Dragon Ram Rider
Guards P.E.K.K.A Ram Rider
P.E.K.K.A Cannon Guards Ram Rider
Arrows Electro Dragon Ice Wizard Ram Rider
Guards P.E.K.K.A Ice Wizard Ram Rider
P.E.K.K.A
Electro Dragon P.E.K.K.A
P.E.K.K.A Cannon Guards
P.E.K.K.A Guards Electro Dragon
P.E.K.K.A Arrows Guards
P.E.K.K.A Cannon Guards Ram Rider
Bomber Cannon Electro Dragon
Guards Electro Dragon Bomber P.E.K.K.A
Arrows Bomber Cannon Electro Dragon P.E.K.K.A Ice Wizard
Bomber Arrows Cannon Ice 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 Guards Electro Dragon
Arrows Electro Dragon Ice Wizard Ram Rider
Arrows Electro Dragon
Arrows Guards
Bomber Arrows
Arrows Electro Dragon Ice Wizard Ram Rider
Bomber Arrows
Arrows Electro Dragon Ice Wizard Ram Rider
Arrows Electro Dragon Ram Rider
Guards Electro Dragon
Arrows Electro Dragon Ram Rider
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Bomber Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Bomber
Bomber Arrows Electro Dragon
Bomber Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Bomber Electro Dragon Ice Wizard
Arrows Electro Dragon Ice Wizard Ram Rider
Arrows Electro Dragon Ram Rider
Arrows
Arrows Electro Dragon Ice Wizard
Electro Dragon Guards
Bomber Arrows Electro Dragon
Arrows Electro Dragon
P.E.K.K.A
Arrows
Guards Electro Dragon
Arrows Electro Dragon Ice Wizard Ram Rider
Arrows
Electro Dragon
Arrows Bomber Electro Dragon
Arrows
Electro Dragon P.E.K.K.A
Electro Dragon Guards
Electro Dragon
Electro Dragon
P.E.K.K.A
Electro Dragon

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