My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro 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.

Ice Spirit Wizard P.E.K.K.A Bandit Electro Wizard

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.

Arrows Tornado

Punishments

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

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.

Ice Spirit P.E.K.K.A 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.

Bandit Electro Wizard

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
Guards
Zap
Guards Bandit
Barbarian Barrel
Ice Spirit Wizard Guards Bandit Electro Wizard
The Log
Ice Spirit Guards Bandit
Earthquake
Guards
Arrows
Ice Spirit Guards
Royal Delivery
Ice Spirit Wizard Guards P.E.K.K.A Bandit Electro Wizard
Fireball
Wizard Bandit Electro Wizard
Poison
Wizard Guards Electro Wizard
Lightning
Wizard Bandit Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Wizard Tornado

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 Spirit Arrows Guards 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 Wizard 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Arrows Guards Tornado Bandit Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

10 Ice Spirit Arrows Guards Tornado

Attack Synergies 5 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.

Ice Spirit
P.E.K.K.A Guards Bandit
Arrows
P.E.K.K.A Bandit
Wizard
Tornado P.E.K.K.A Bandit
Guards
Ice Spirit Bandit
Tornado
Wizard P.E.K.K.A
P.E.K.K.A
Ice Spirit Arrows Tornado Electro Wizard Wizard
Bandit
Ice Spirit Arrows Wizard Guards Electro Wizard
Electro Wizard
P.E.K.K.A Bandit

Defense Synergies 2 17

Ice Spirit
Wizard Guards Tornado P.E.K.K.A Bandit Electro Wizard
Arrows
Tornado P.E.K.K.A Bandit
Wizard
Tornado Ice Spirit Guards P.E.K.K.A Bandit Electro Wizard
Guards
Ice Spirit Wizard Electro Wizard
Tornado
Wizard P.E.K.K.A Ice Spirit Arrows Electro Wizard
P.E.K.K.A
Tornado Ice Spirit Arrows Wizard Electro Wizard
Bandit
Ice Spirit Arrows Wizard Electro Wizard
Electro Wizard
Ice Spirit Wizard Guards Tornado P.E.K.K.A Bandit

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.

Wizard Electro Wizard
P.E.K.K.A Ice Spirit Bandit Electro Wizard
Tornado P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Guards Bandit Electro Wizard
Arrows Tornado P.E.K.K.A
Arrows Tornado Guards Bandit Electro Wizard
Tornado Electro Wizard Ice Spirit Arrows Wizard
Arrows P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Tornado
Guards Tornado Ice Spirit Bandit Electro Wizard
Guards Electro Wizard Arrows Wizard Tornado Bandit
Arrows Wizard Tornado Electro Wizard
P.E.K.K.A Ice Spirit Wizard Guards Bandit Electro Wizard
Wizard Ice Spirit Arrows Guards Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Tornado Ice Spirit P.E.K.K.A Bandit Electro Wizard
Wizard Arrows Tornado P.E.K.K.A Electro Wizard
Ice Spirit Arrows Wizard Guards Tornado Bandit Electro Wizard
Arrows Wizard Tornado Ice Spirit Guards Bandit Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Wizard Arrows Guards P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Guards P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Arrows Wizard
Guards P.E.K.K.A Bandit Ice Spirit Electro Wizard
Guards P.E.K.K.A Tornado Bandit Electro Wizard
P.E.K.K.A Guards Bandit
Arrows Wizard Ice Spirit Tornado Electro Wizard
Guards P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Ice Spirit Tornado Bandit
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Arrows Guards Tornado Electro Wizard
P.E.K.K.A Wizard Guards Bandit
Wizard
Guards Electro Wizard Ice Spirit Tornado P.E.K.K.A
Arrows Wizard P.E.K.K.A Electro Wizard
Arrows 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.)

Arrows Guards Bandit
Arrows Tornado Bandit Electro Wizard
Arrows Bandit
Arrows Guards
Wizard Arrows
Arrows Wizard Ice Spirit Tornado
Arrows Wizard Tornado
Arrows Ice Spirit Wizard Tornado
Arrows Wizard Tornado Bandit
Guards Tornado Electro Wizard
Arrows Wizard Tornado Bandit Electro Wizard
Arrows Wizard Tornado
Bandit
Arrows Bandit
Arrows
Arrows Wizard Bandit
Arrows Wizard Bandit
Arrows Tornado
Arrows Wizard Bandit Electro Wizard
Arrows Wizard Tornado
Arrows Wizard Tornado
Tornado
Arrows
Arrows Tornado Ice Spirit Wizard
Arrows Wizard Tornado Bandit Electro Wizard
Arrows Wizard Tornado Bandit
Arrows Tornado Bandit
Arrows Wizard Tornado Electro Wizard
Electro Wizard Ice Spirit Wizard Guards
Arrows Wizard Bandit
Ice Spirit Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Electro Wizard Ice Spirit Guards Bandit
Arrows Wizard Tornado Electro Wizard
Arrows
Wizard Electro Wizard
Arrows Wizard
Arrows Tornado
P.E.K.K.A
Ice Spirit Guards Tornado Electro Wizard
Tornado Electro Wizard
Tornado Bandit Electro Wizard
P.E.K.K.A
Wizard

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