My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
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.

Wizard Witch

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.

Knight Battle Ram Wizard Rune Giant Witch P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram Rune Giant

Damage spells

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

Fireball

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 Battle Ram

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Mini P.E.K.K.A Battle Ram Rune Giant 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.

Mini P.E.K.K.A

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
Battle Ram
Giant Snowball
Battle Ram Witch
Zap
Battle Ram Witch
Barbarian Barrel
Knight Battle Ram Wizard Witch
The Log
Mini P.E.K.K.A Battle Ram Witch
Earthquake
Witch
Arrows
Witch
Royal Delivery
Knight Mini P.E.K.K.A Battle Ram Wizard Witch P.E.K.K.A
Fireball
Battle Ram Wizard Witch
Poison
Wizard Witch
Lightning
Knight Mini P.E.K.K.A Battle Ram Wizard Witch
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard

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.

Knight Mini P.E.K.K.A Battle Ram Rune Giant P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Fireball Wizard Witch

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.

Knight Fireball Mini P.E.K.K.A Battle Ram Rune Giant Wizard Witch P.E.K.K.A

Shortest cycle

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

15 Knight Fireball Mini P.E.K.K.A Battle Ram

Attack Synergies 1 9

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.

Knight
Battle Ram Fireball Wizard Witch
Fireball
Knight Battle Ram
Mini P.E.K.K.A
Wizard
Battle Ram
Knight Fireball Witch P.E.K.K.A
Wizard
Knight Mini P.E.K.K.A P.E.K.K.A
Rune Giant
Witch
Knight Battle Ram P.E.K.K.A
P.E.K.K.A
Battle Ram Wizard Witch

Defense Synergies 0 8

Knight
Fireball Mini P.E.K.K.A Wizard Witch
Fireball
Knight Mini P.E.K.K.A
Mini P.E.K.K.A
Knight Fireball Wizard Witch
Battle Ram
Wizard
Knight Mini P.E.K.K.A P.E.K.K.A
Rune Giant
Witch
Knight Mini P.E.K.K.A
P.E.K.K.A
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.

Knight Fireball Wizard
Mini P.E.K.K.A P.E.K.K.A Knight Witch
Mini P.E.K.K.A Witch P.E.K.K.A Knight
Mini P.E.K.K.A Witch P.E.K.K.A Knight
Fireball Mini P.E.K.K.A P.E.K.K.A
Fireball
Fireball Wizard Witch
Fireball P.E.K.K.A
Mini P.E.K.K.A Witch P.E.K.K.A
Knight Mini P.E.K.K.A
Witch Knight Fireball Wizard
Fireball Wizard Witch
Mini P.E.K.K.A P.E.K.K.A Knight Fireball Wizard Witch
Fireball Wizard Mini P.E.K.K.A Witch P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Knight
Fireball Mini P.E.K.K.A P.E.K.K.A
Wizard Knight Fireball Mini P.E.K.K.A Witch P.E.K.K.A
Fireball Knight Wizard Witch
Wizard Witch Knight Fireball
Mini P.E.K.K.A P.E.K.K.A
Wizard Knight Fireball Mini P.E.K.K.A Witch P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Fireball Witch P.E.K.K.A
Fireball Knight Mini P.E.K.K.A Wizard
P.E.K.K.A Knight Mini P.E.K.K.A Witch
Mini P.E.K.K.A P.E.K.K.A Knight Fireball
P.E.K.K.A Knight Mini P.E.K.K.A Witch
Fireball Wizard Witch
Mini P.E.K.K.A P.E.K.K.A Knight Fireball Witch
Mini P.E.K.K.A P.E.K.K.A Knight
P.E.K.K.A Knight Fireball Mini P.E.K.K.A Witch
Witch P.E.K.K.A
P.E.K.K.A Knight Mini P.E.K.K.A Witch
P.E.K.K.A Fireball
Mini P.E.K.K.A P.E.K.K.A Knight Fireball Wizard Witch
Wizard Fireball Witch
Witch Knight Fireball Mini P.E.K.K.A P.E.K.K.A
Fireball Mini P.E.K.K.A Wizard Witch P.E.K.K.A
Fireball

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.)

Fireball Knight
Fireball
Fireball
Knight Fireball
Fireball Wizard
Fireball Wizard Witch
Wizard Witch
Fireball Wizard
Fireball Wizard
Fireball Mini P.E.K.K.A
Knight Fireball Wizard
Fireball Wizard
Knight Fireball
Fireball
Fireball
Fireball Wizard Witch
Fireball Wizard
Fireball
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Wizard
Fireball Wizard Witch
Fireball
Fireball Wizard
Fireball
Fireball Wizard Witch
Witch
Fireball Wizard Witch
Fireball Wizard Witch
Fireball
Fireball Wizard Witch
Fireball Wizard Witch
Fireball Mini P.E.K.K.A
Fireball Wizard
Fireball
P.E.K.K.A
Fireball Wizard
Fireball Witch
Fireball Wizard Witch
Fireball
Fireball Knight Mini P.E.K.K.A Wizard
Fireball Wizard
Fireball
P.E.K.K.A
Fireball Witch
Fireball Witch
Fireball Witch
P.E.K.K.A
Fireball Wizard

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