My Best Clash Royale Deck

Deck Check Rating

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

4 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!
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!

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

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.

Electro Dragon P.E.K.K.A Royal Ghost Bandit Goblinstein

Offensive cards

Win conditions

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

Missing

Damage spells

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

Tornado

Punishments

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

Royal Ghost Bandit

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 Royal Ghost Bandit

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 Royal Ghost Bandit

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 Bandit
Giant Snowball
Cannon Guards Electro Dragon
Zap
Cannon Guards Bandit
Barbarian Barrel
Cannon Guards Royal Ghost Bandit
The Log
Cannon Guards Bandit
Earthquake
Cannon Guards
Arrows
Guards
Royal Delivery
Guards Electro Dragon P.E.K.K.A Royal Ghost Bandit
Fireball
Cannon Electro Dragon Bandit
Poison
Cannon Guards Electro Dragon
Lightning
Cannon Electro Dragon Bandit Goblinstein
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Electro Dragon Royal Ghost

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.

Guards Tornado P.E.K.K.A Royal Ghost

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.

Cannon Guards Tornado Royal Ghost Bandit Electro Dragon Goblinstein P.E.K.K.A

Shortest cycle

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

12 Cannon Guards Tornado Royal Ghost

Attack Synergies 1 4

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.

Cannon
Guards
Bandit
Tornado
P.E.K.K.A Electro Dragon
Electro Dragon
Tornado P.E.K.K.A
P.E.K.K.A
Tornado Electro Dragon
Royal Ghost
Bandit
Bandit
Guards Royal Ghost
Goblinstein

Defense Synergies 1 6

Cannon
Guards Electro Dragon Royal Ghost Bandit
Guards
Cannon Electro Dragon
Tornado
P.E.K.K.A Electro Dragon
Electro Dragon
Cannon Guards Tornado
P.E.K.K.A
Tornado
Royal Ghost
Cannon
Bandit
Cannon
Goblinstein

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.

Cannon Electro Dragon
P.E.K.K.A Cannon Electro Dragon Bandit
Cannon Tornado P.E.K.K.A Electro Dragon Bandit
Cannon P.E.K.K.A Guards Electro Dragon Bandit
Tornado P.E.K.K.A
Tornado Cannon Guards Electro Dragon Royal Ghost Bandit
Tornado Cannon Electro Dragon
Cannon Electro Dragon P.E.K.K.A Bandit
Cannon P.E.K.K.A Tornado
Guards Tornado Cannon Royal Ghost Bandit
Guards Cannon Tornado Electro Dragon Royal Ghost Bandit
Tornado Electro Dragon
Cannon P.E.K.K.A Guards Electro Dragon Bandit
Cannon Guards Tornado Electro Dragon P.E.K.K.A Royal Ghost
P.E.K.K.A Cannon Bandit
Tornado Cannon P.E.K.K.A Bandit
Cannon Tornado Electro Dragon P.E.K.K.A
Cannon Guards Tornado Electro Dragon Royal Ghost Bandit
Tornado Cannon Guards Electro Dragon Royal Ghost Bandit
P.E.K.K.A Cannon Tornado
Royal Ghost Cannon Guards Electro Dragon P.E.K.K.A Bandit

Counters to secondary win conditions

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

Guards P.E.K.K.A Royal Ghost Bandit
Bandit Electro Dragon Royal Ghost
Guards P.E.K.K.A Bandit Electro Dragon
Guards P.E.K.K.A Tornado Bandit
P.E.K.K.A Cannon Guards Bandit
Tornado Electro Dragon
Guards P.E.K.K.A Bandit
P.E.K.K.A
Electro Dragon P.E.K.K.A Tornado Bandit
P.E.K.K.A Cannon Guards
P.E.K.K.A Guards Electro Dragon
P.E.K.K.A Guards Tornado
P.E.K.K.A Cannon Guards Bandit
Cannon Electro Dragon
Guards Electro Dragon Tornado P.E.K.K.A
Cannon Electro Dragon P.E.K.K.A Royal Ghost
Cannon

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.)

Guards Electro Dragon Royal Ghost Bandit
Tornado Electro Dragon Royal Ghost Bandit
Electro Dragon Bandit
Guards
Tornado Electro Dragon
Tornado
Tornado Electro Dragon
Tornado Electro Dragon Bandit
Guards Tornado Electro Dragon
Tornado Electro Dragon Bandit
Tornado Electro Dragon
Bandit
Electro Dragon Bandit
Electro Dragon Bandit
Electro Dragon Bandit
Tornado
Electro Dragon Bandit
Tornado Electro Dragon
Tornado
Tornado
Electro Dragon
Tornado Electro Dragon
Tornado Electro Dragon Royal Ghost Bandit
Tornado Electro Dragon Bandit
Tornado Bandit
Tornado Electro Dragon
Electro Dragon Guards
Electro Dragon Bandit
Electro Dragon
P.E.K.K.A
Guards Electro Dragon Bandit
Tornado Electro Dragon
Electro Dragon
Electro Dragon
Tornado
Electro Dragon P.E.K.K.A
Electro Dragon Guards Tornado
Tornado Electro Dragon
Electro Dragon Tornado Royal Ghost Bandit
P.E.K.K.A
Electro Dragon

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