My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 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 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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Dragon

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.

Ice Spirit Electro Dragon P.E.K.K.A Monk

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.

Rage Tornado Lightning

Pump responses

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

Lightning

Dropped at the bridge

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

Electro Spirit Ice Spirit 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.

Electro Spirit Electro Dragon Monk

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
Giant Snowball
Electro Dragon
Zap
Barbarian Barrel
Electro Spirit Ice Spirit
The Log
Electro Spirit Ice Spirit
Earthquake
Arrows
Electro Spirit Ice Spirit
Royal Delivery
Electro Spirit Ice Spirit Electro Dragon P.E.K.K.A
Fireball
Electro Dragon
Poison
Electro Dragon
Lightning
Electro Dragon Monk
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Tornado Electro Dragon

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.

Electro Spirit Ice Spirit Rage Tornado 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.

Ice Spirit

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.

Electro Spirit Ice Spirit Rage Tornado Electro Dragon Monk Lightning P.E.K.K.A

Shortest cycle

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

7 Electro Spirit Ice Spirit Rage Tornado

Attack Synergies 2 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.

Electro Spirit
P.E.K.K.A
Ice Spirit
P.E.K.K.A
Rage
Electro Dragon
Tornado
P.E.K.K.A Electro Dragon
Electro Dragon
Rage Tornado P.E.K.K.A
Lightning
P.E.K.K.A
Ice Spirit Tornado Electro Spirit Electro Dragon
Monk

Defense Synergies 1 4

Electro Spirit
Ice Spirit
Tornado Electro Dragon P.E.K.K.A
Rage
Tornado
P.E.K.K.A Ice Spirit Electro Dragon
Electro Dragon
Ice Spirit Tornado
Lightning
P.E.K.K.A
Tornado Ice Spirit
Monk

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.

Lightning Electro Dragon
P.E.K.K.A Ice Spirit Electro Dragon Monk
Tornado P.E.K.K.A Electro Dragon Lightning
P.E.K.K.A Electro Dragon Monk
Lightning Tornado P.E.K.K.A Monk
Tornado Electro Spirit Electro Dragon
Tornado Lightning Electro Spirit Ice Spirit Electro Dragon
Lightning Electro Spirit Electro Dragon P.E.K.K.A Monk
P.E.K.K.A Tornado
Tornado Ice Spirit
Electro Spirit Tornado Electro Dragon
Tornado Electro Dragon
P.E.K.K.A Ice Spirit Electro Dragon Lightning
Electro Spirit Ice Spirit Tornado Electro Dragon P.E.K.K.A
P.E.K.K.A
Tornado Monk Ice Spirit Lightning P.E.K.K.A
Tornado Electro Dragon P.E.K.K.A
Ice Spirit Electro Spirit Tornado Electro Dragon
Tornado Electro Spirit Ice Spirit Electro Dragon
P.E.K.K.A Tornado
Electro Spirit Electro Dragon P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

P.E.K.K.A
Electro Dragon Lightning Monk
P.E.K.K.A Ice Spirit Electro Dragon Lightning
Lightning P.E.K.K.A Tornado Monk
P.E.K.K.A
Electro Spirit Ice Spirit Tornado Electro Dragon Monk
P.E.K.K.A Lightning
P.E.K.K.A
Electro Dragon Lightning P.E.K.K.A Electro Spirit Ice Spirit Tornado Monk
P.E.K.K.A
P.E.K.K.A Electro Dragon
Lightning P.E.K.K.A Monk Tornado
Lightning P.E.K.K.A
Electro Dragon
Electro Dragon Electro Spirit Ice Spirit Tornado Lightning P.E.K.K.A Monk
Electro Spirit Electro Dragon P.E.K.K.A
Electro Spirit

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.)

Lightning Electro Dragon Monk
Monk Tornado Electro Dragon
Lightning Electro Dragon
Lightning
Electro Spirit Ice Spirit Tornado Electro Dragon Monk
Tornado
Ice Spirit Tornado Electro Dragon Lightning
Monk Tornado Electro Dragon Lightning
Lightning Tornado Electro Dragon
Lightning Monk Tornado Electro Dragon
Lightning Monk Tornado Electro Dragon
Lightning
Lightning Electro Dragon Monk
Lightning
Lightning Electro Dragon
Lightning Electro Dragon
Lightning Monk Tornado
Lightning
Lightning Electro Dragon Monk
Lightning Tornado Electro Dragon Monk
Lightning Monk
Lightning Tornado
Tornado Lightning Monk
Lightning Electro Dragon Monk
Tornado Electro Spirit Ice Spirit Electro Dragon
Tornado Electro Dragon Lightning Monk
Lightning Tornado Electro Dragon Monk
Lightning Tornado
Lightning Tornado Electro Dragon
Electro Dragon Lightning Electro Spirit Ice Spirit
Lightning
Lightning Electro Dragon
Lightning Electro Spirit Ice Spirit Electro Dragon Monk
P.E.K.K.A
Lightning Monk
Lightning Electro Spirit Ice Spirit Electro Dragon
Lightning Tornado Electro Dragon Monk
Lightning Electro Dragon
Electro Dragon Lightning
Lightning Monk Tornado
Electro Dragon P.E.K.K.A
Electro Dragon Electro Spirit Ice Spirit Tornado Lightning
Tornado Electro Dragon Lightning
Electro Dragon Lightning Tornado Monk
P.E.K.K.A
Lightning Electro Dragon Monk

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