My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard Inferno Dragon Magic Archer

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.

Bomber P.E.K.K.A Electro Wizard Inferno Dragon Magic Archer

Offensive cards

Win conditions

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

Wall Breakers Goblin Barrel

Damage spells

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

Fireball

Punishments

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

Wall Breakers Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Wall Breakers P.E.K.K.A Magic Archer

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.

Goblin Barrel Electro Wizard Magic Archer

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 Wall Breakers Goblin Barrel Inferno Dragon
Giant Snowball
Bomber Wall Breakers Goblin Barrel Inferno Dragon
Zap
Bomber Wall Breakers Goblin Barrel Inferno Dragon
Barbarian Barrel
Bomber Wall Breakers Goblin Barrel Electro Wizard Magic Archer
The Log
Bomber Wall Breakers Goblin Barrel
Earthquake
Bomber Goblin Barrel
Arrows
Bomber Wall Breakers Goblin Barrel
Royal Delivery
Bomber Wall Breakers Goblin Barrel P.E.K.K.A Electro Wizard Inferno Dragon Magic Archer
Fireball
Bomber Wall Breakers Goblin Barrel Electro Wizard Inferno Dragon Magic Archer
Poison
Bomber Electro Wizard Magic Archer
Lightning
Electro Wizard Inferno Dragon Magic Archer
Rocket
Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Fireball Magic Archer

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.

P.E.K.K.A Inferno Dragon

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.

Fireball Goblin Barrel

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.

Fireball Goblin Barrel 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.

Bomber Wall Breakers Goblin Barrel Fireball Electro Wizard Inferno Dragon Magic Archer P.E.K.K.A

Shortest cycle

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

11 Bomber Wall Breakers Goblin Barrel Fireball

Attack Synergies 2 7

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
Fireball
Wall Breakers Electro Wizard Magic Archer
Wall Breakers
Fireball Electro Wizard
Goblin Barrel
P.E.K.K.A
P.E.K.K.A
Electro Wizard Magic Archer Bomber Goblin Barrel
Electro Wizard
P.E.K.K.A Fireball Wall Breakers Magic Archer
Inferno Dragon
Magic Archer
P.E.K.K.A Fireball Electro Wizard

Defense Synergies 0 6

Bomber
P.E.K.K.A Electro Wizard
Fireball
Electro Wizard
Wall Breakers
Goblin Barrel
P.E.K.K.A
Bomber Electro Wizard
Electro Wizard
Bomber Fireball P.E.K.K.A Inferno Dragon Magic Archer
Inferno Dragon
Electro Wizard
Magic Archer
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.

Bomber Fireball Electro Wizard Magic Archer
P.E.K.K.A Inferno Dragon Electro Wizard
P.E.K.K.A Bomber Electro Wizard Inferno Dragon
P.E.K.K.A Inferno Dragon Electro Wizard
Bomber Fireball P.E.K.K.A
Fireball Bomber Electro Wizard Magic Archer
Electro Wizard Inferno Dragon Fireball Magic Archer
Fireball P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Inferno Dragon
Bomber Electro Wizard
Electro Wizard Bomber Fireball Magic Archer
Inferno Dragon Fireball Electro Wizard Magic Archer
P.E.K.K.A Bomber Fireball Electro Wizard
Bomber Fireball P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Inferno Dragon Electro Wizard
Fireball P.E.K.K.A Electro Wizard Inferno Dragon
Bomber Fireball P.E.K.K.A Electro Wizard
Fireball Bomber Electro Wizard Magic Archer
Bomber Fireball Electro Wizard Inferno Dragon Magic Archer
P.E.K.K.A Electro Wizard Inferno Dragon
Bomber Fireball 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.

Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Bomber Inferno Dragon Magic Archer
P.E.K.K.A Electro Wizard
P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A Inferno Dragon
Fireball Electro Wizard Magic Archer
P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A Inferno Dragon
P.E.K.K.A Electro Wizard Fireball Inferno Dragon Magic Archer
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A Fireball
Bomber Fireball Magic Archer
Electro Wizard Bomber Fireball P.E.K.K.A Inferno Dragon Magic Archer
Bomber Fireball P.E.K.K.A Electro Wizard Inferno Dragon Magic Archer
Bomber Fireball 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.)

Fireball Magic Archer
Fireball Electro Wizard Magic Archer
Fireball Magic Archer
Fireball
Bomber Fireball Magic Archer
Fireball Magic Archer
Bomber Magic Archer
Fireball Magic Archer
Fireball
Fireball Electro Wizard
Fireball Electro Wizard Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Bomber Fireball Magic Archer
Magic Archer Fireball
Fireball
Bomber
Bomber Fireball Electro Wizard Magic Archer
Bomber Fireball Magic Archer
Fireball Magic Archer
Fireball
Fireball
Bomber Fireball Magic Archer
Inferno Dragon
Fireball Electro Wizard Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Electro Wizard Magic Archer
Electro Wizard Fireball
Fireball
Bomber Fireball Magic Archer
Fireball Electro Wizard Magic Archer
P.E.K.K.A
Fireball Magic Archer
Electro Wizard Fireball Magic Archer
Fireball Electro Wizard Magic Archer
Fireball
Fireball Electro Wizard Magic Archer
Bomber Fireball Magic Archer
Fireball
P.E.K.K.A
Fireball Electro Wizard Magic Archer
Fireball Electro Wizard Magic Archer
Fireball Electro Wizard Magic Archer
P.E.K.K.A Inferno Dragon
Fireball

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