My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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.

Firecracker Ice Golem Ice Wizard

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.

Firecracker Ice Golem Ice Wizard Golden Knight

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.

Rocket Rage

Punishments

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

Mini P.E.K.K.A Golden Knight

Pump responses

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

Rocket

Dropped at the bridge

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

Barbarians Ice Golem Mini 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.

Firecracker Mini P.E.K.K.A Golden Knight

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
Barbarians
Zap
Firecracker
Barbarian Barrel
Firecracker Barbarians Ice Wizard
The Log
Firecracker Barbarians Mini P.E.K.K.A
Earthquake
Firecracker Barbarians
Arrows
Firecracker
Royal Delivery
Firecracker Barbarians Mini P.E.K.K.A Ice Wizard
Fireball
Firecracker Barbarians Ice Wizard
Poison
Firecracker Barbarians Ice Wizard
Lightning
Ice Golem Mini P.E.K.K.A Ice Wizard
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Firecracker Ice Golem Rocket Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Ice Golem Rocket 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.

Ice Golem Mini P.E.K.K.A Rocket Rage 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.

Barbarians Ice Golem 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Golem Rage Firecracker Ice Wizard Mini P.E.K.K.A Golden Knight Barbarians Rocket

Shortest cycle

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

10 Ice Golem Rage Firecracker Ice Wizard

Attack Synergies 0 6

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.

Firecracker
Ice Golem Mini P.E.K.K.A
Barbarians
Ice Golem
Firecracker Mini P.E.K.K.A
Mini P.E.K.K.A
Firecracker Ice Golem Rage Ice Wizard
Rocket
Rage
Mini P.E.K.K.A Golden Knight
Ice Wizard
Mini P.E.K.K.A
Golden Knight
Rage

Defense Synergies 1 7

Firecracker
Ice Golem Mini P.E.K.K.A Ice Wizard Golden Knight
Barbarians
Ice Golem
Firecracker Mini P.E.K.K.A Ice Wizard
Mini P.E.K.K.A
Firecracker Ice Golem Ice Wizard
Rocket
Rage
Ice Wizard
Firecracker Ice Golem Mini P.E.K.K.A Golden Knight
Golden Knight
Firecracker Ice 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.

Rocket Firecracker Ice Golem Golden Knight
Barbarians Mini P.E.K.K.A Firecracker Ice Wizard
Barbarians Mini P.E.K.K.A Rocket Ice Wizard
Barbarians Mini P.E.K.K.A Firecracker Ice Wizard
Firecracker Barbarians Mini P.E.K.K.A Rocket
Firecracker Ice Wizard
Rocket Firecracker Ice Wizard
Rocket Barbarians Ice Golem Golden Knight
Barbarians Mini P.E.K.K.A Ice Wizard
Firecracker Barbarians Ice Golem Mini P.E.K.K.A Ice Wizard
Barbarians Ice Wizard Firecracker Ice Golem
Firecracker Ice Wizard
Barbarians Mini P.E.K.K.A Rocket Ice Wizard
Rocket Firecracker Barbarians Mini P.E.K.K.A Golden Knight
Barbarians Mini P.E.K.K.A
Barbarians Rocket Mini P.E.K.K.A
Barbarians Firecracker Mini P.E.K.K.A
Firecracker Barbarians Ice Wizard Golden Knight
Firecracker Barbarians Ice Golem Ice Wizard
Barbarians Mini P.E.K.K.A
Firecracker Barbarians Mini P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Ice Golem
Firecracker Ice Golem Mini P.E.K.K.A Rocket
Barbarians Ice Golem Mini P.E.K.K.A Rocket Golden Knight
Mini P.E.K.K.A Rocket Barbarians Ice Golem
Barbarians Mini P.E.K.K.A
Firecracker Rocket Ice Golem Ice Wizard
Mini P.E.K.K.A Rocket Barbarians Ice Golem Ice Wizard
Mini P.E.K.K.A Barbarians
Rocket Firecracker Barbarians Ice Golem Mini P.E.K.K.A
Barbarians
Barbarians Mini P.E.K.K.A Golden Knight
Rocket Barbarians
Barbarians Mini P.E.K.K.A Rocket Ice Golem Golden Knight
Firecracker Barbarians
Barbarians Firecracker Ice Golem Mini P.E.K.K.A Rocket Golden Knight
Firecracker Barbarians Ice Golem Mini P.E.K.K.A Ice Wizard Golden Knight
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.)

Firecracker Ice Golem Rocket Golden Knight
Firecracker Ice Wizard Golden Knight
Rocket
Firecracker Barbarians Ice Golem Rocket
Rocket Firecracker
Firecracker Ice Golem Rocket Ice Wizard
Firecracker
Firecracker Ice Golem Ice Wizard
Firecracker Golden Knight
Rocket Mini P.E.K.K.A
Firecracker Rocket Golden Knight
Firecracker Rocket
Rocket Firecracker Ice Golem Golden Knight
Firecracker Rocket
Firecracker Ice Golem
Rocket Firecracker Golden Knight
Firecracker Rocket
Rocket
Mini P.E.K.K.A Rocket
Rocket Firecracker Mini P.E.K.K.A
Rocket Firecracker Golden Knight
Rocket
Rocket
Rocket
Rocket Barbarians
Firecracker Ice Golem Ice Wizard
Firecracker Ice Wizard Golden Knight
Golden Knight
Rocket Firecracker Golden Knight
Firecracker Ice Golem Ice Wizard
Rocket Firecracker
Mini P.E.K.K.A
Rocket
Rocket Firecracker
Rocket Firecracker
Barbarians Rocket
Rocket Firecracker Ice Wizard
Firecracker Mini P.E.K.K.A Rocket
Firecracker Ice Golem
Rocket
Firecracker
Firecracker Rocket Golden Knight
Firecracker Rocket
Firecracker Rocket Golden Knight
Firecracker Rocket

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