My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
Good

1 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!
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!
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.

Bats Witch 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.

Ice Spirit Bats Valkyrie Witch P.E.K.K.A Ice 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.

Zap Arrows

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 Valkyrie 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.

Valkyrie

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
Bats
Giant Snowball
Bats Witch
Zap
Bats Witch
Barbarian Barrel
Ice Spirit Valkyrie Witch Ice Wizard
The Log
Ice Spirit Witch
Earthquake
Witch
Arrows
Ice Spirit Bats Witch
Royal Delivery
Ice Spirit Bats Valkyrie Witch P.E.K.K.A Ice Wizard
Fireball
Witch Ice Wizard
Poison
Bats Witch Ice Wizard
Lightning
Valkyrie Witch Ice Wizard
Rocket
Valkyrie Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Arrows Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Arrows Valkyrie 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 Spirit Bats Arrows Valkyrie P.E.K.K.A 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.

Ice Spirit Witch 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Bats Zap Arrows Ice Wizard Valkyrie Witch P.E.K.K.A

Shortest cycle

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

8 Ice Spirit Bats Zap Arrows

Attack Synergies 7 11

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
Zap Valkyrie P.E.K.K.A Bats Witch
Bats
Valkyrie Ice Spirit Zap P.E.K.K.A
Zap
Ice Spirit Arrows P.E.K.K.A Bats Valkyrie Witch Ice Wizard
Arrows
Zap P.E.K.K.A
Valkyrie
Ice Spirit Bats Zap Witch P.E.K.K.A
Witch
Ice Spirit Zap Valkyrie P.E.K.K.A
P.E.K.K.A
Ice Spirit Zap Arrows Bats Valkyrie Witch Ice Wizard
Ice Wizard
Zap P.E.K.K.A

Defense Synergies 1 22

Ice Spirit
Zap Bats Valkyrie Witch P.E.K.K.A Ice Wizard
Bats
Ice Spirit Zap Valkyrie P.E.K.K.A Ice Wizard
Zap
Ice Spirit Bats Arrows Valkyrie Witch P.E.K.K.A Ice Wizard
Arrows
Zap Valkyrie P.E.K.K.A Ice Wizard
Valkyrie
Ice Spirit Bats Zap Arrows Witch P.E.K.K.A Ice Wizard
Witch
Ice Spirit Zap Valkyrie Ice Wizard
P.E.K.K.A
Ice Spirit Bats Zap Arrows Valkyrie Ice Wizard
Ice Wizard
Ice Spirit Bats Zap Arrows Valkyrie Witch P.E.K.K.A

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.

Zap Valkyrie
P.E.K.K.A Ice Spirit Bats Zap Valkyrie Witch Ice Wizard
Witch P.E.K.K.A Bats Valkyrie Ice Wizard
Witch P.E.K.K.A Bats Valkyrie Ice Wizard
Arrows Valkyrie P.E.K.K.A
Arrows Bats Zap Valkyrie Ice Wizard
Bats Ice Spirit Zap Arrows Witch Ice Wizard
Zap Arrows Valkyrie P.E.K.K.A
Witch P.E.K.K.A Ice Wizard
Ice Spirit Valkyrie Ice Wizard
Bats Valkyrie Witch Ice Wizard Zap Arrows
Arrows Bats Zap Witch Ice Wizard
P.E.K.K.A Ice Spirit Bats Zap Valkyrie Witch Ice Wizard
Valkyrie Ice Spirit Bats Zap Arrows Witch P.E.K.K.A
P.E.K.K.A
Ice Spirit Zap P.E.K.K.A
Bats Arrows Valkyrie Witch P.E.K.K.A
Ice Spirit Arrows Valkyrie Bats Zap Witch Ice Wizard
Zap Arrows Valkyrie Witch Ice Spirit Bats Ice Wizard
P.E.K.K.A
Valkyrie Bats Arrows Witch 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.

Valkyrie Zap Witch P.E.K.K.A
Zap Arrows Valkyrie
P.E.K.K.A Ice Spirit Bats Zap Valkyrie Witch
Valkyrie P.E.K.K.A Bats Zap
P.E.K.K.A Valkyrie Witch
Arrows Ice Spirit Bats Zap Witch Ice Wizard
P.E.K.K.A Bats Valkyrie Witch Ice Wizard
P.E.K.K.A Valkyrie
Zap P.E.K.K.A Ice Spirit Bats Valkyrie Witch
Witch P.E.K.K.A
P.E.K.K.A Bats Valkyrie Witch
P.E.K.K.A Zap Arrows Valkyrie
P.E.K.K.A Valkyrie Witch
Valkyrie Witch
Witch Ice Spirit Bats Zap Valkyrie P.E.K.K.A
Bats Arrows Valkyrie Zap Witch P.E.K.K.A Ice Wizard
Zap Arrows 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.)

Arrows Valkyrie
Arrows Zap Ice Wizard
Arrows
Arrows Valkyrie
Zap Arrows Valkyrie
Arrows Ice Spirit Bats Zap Witch Ice Wizard
Arrows Witch
Arrows Ice Spirit Zap Ice Wizard
Arrows Zap
Bats
Zap Arrows Valkyrie
Zap Arrows
Arrows
Zap Arrows
Zap Arrows Witch
Arrows
Arrows
Bats
Zap Arrows
Zap Arrows Valkyrie Witch
Arrows
Zap Arrows
Zap Arrows Ice Spirit Valkyrie Witch Ice Wizard
Witch
Arrows Zap Witch Ice Wizard
Zap Arrows Witch
Zap Arrows
Bats Zap Arrows Witch Ice Wizard
Zap Ice Spirit Bats Witch
Zap Arrows
Zap Ice Spirit Arrows
P.E.K.K.A
Arrows
Zap Ice Spirit Bats Witch
Zap Arrows Witch Ice Wizard
Arrows
Valkyrie
Arrows Zap
Zap Arrows
P.E.K.K.A
Zap Ice Spirit Bats Witch
Bats Zap Witch
Zap Witch
P.E.K.K.A

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