My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Valkyrie Wizard Balloon Electro Wizard

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Rage The Log

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 Balloon

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.

Mini P.E.K.K.A Valkyrie Balloon

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 Valkyrie Balloon 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
Skeleton Army Balloon
Giant Snowball
Skeleton Army Balloon
Zap
Skeleton Army Balloon
Barbarian Barrel
Valkyrie Wizard Skeleton Army Electro Wizard
The Log
Mini P.E.K.K.A Skeleton Army
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Mini P.E.K.K.A Valkyrie Wizard Skeleton Army Balloon Electro Wizard
Fireball
Wizard Skeleton Army Balloon Electro Wizard
Poison
Wizard Skeleton Army Balloon Electro Wizard
Lightning
Mini P.E.K.K.A Valkyrie Wizard Balloon Electro Wizard
Rocket
Valkyrie Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard The Log

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.

Mini P.E.K.K.A Valkyrie Rage Skeleton Army

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.

Skeleton Army

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage The Log Skeleton Army Mini P.E.K.K.A Valkyrie Electro Wizard Wizard Balloon

Shortest cycle

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

11 Rage The Log Skeleton Army Mini P.E.K.K.A

Attack Synergies 2 12

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.

Mini P.E.K.K.A
Valkyrie Wizard Rage The Log Electro Wizard
Valkyrie
Balloon Mini P.E.K.K.A Wizard Electro Wizard
Wizard
Mini P.E.K.K.A Valkyrie Rage Balloon
Rage
Balloon Mini P.E.K.K.A Wizard Electro Wizard
Skeleton Army
Balloon
Valkyrie Rage Wizard The Log Electro Wizard
The Log
Mini P.E.K.K.A Balloon
Electro Wizard
Mini P.E.K.K.A Valkyrie Rage Balloon

Defense Synergies 2 12

Mini P.E.K.K.A
The Log Electro Wizard Valkyrie Wizard Skeleton Army
Valkyrie
Mini P.E.K.K.A Wizard The Log Electro Wizard
Wizard
Mini P.E.K.K.A Valkyrie Skeleton Army The Log Electro Wizard
Rage
Skeleton Army
Mini P.E.K.K.A Wizard The Log Electro Wizard
Balloon
The Log
Mini P.E.K.K.A Valkyrie Wizard Skeleton Army Electro Wizard
Electro Wizard
Mini P.E.K.K.A Valkyrie Wizard Skeleton Army The Log

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.

Valkyrie Wizard The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army Valkyrie The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army Valkyrie Electro Wizard
Mini P.E.K.K.A Skeleton Army Valkyrie Electro Wizard
Mini P.E.K.K.A Valkyrie Skeleton Army The Log
Skeleton Army The Log Valkyrie Electro Wizard
Electro Wizard Wizard
Valkyrie The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army
Skeleton Army Mini P.E.K.K.A Valkyrie Electro Wizard
Valkyrie Skeleton Army Electro Wizard Wizard The Log
Wizard Electro Wizard
Mini P.E.K.K.A Skeleton Army Valkyrie Wizard The Log Electro Wizard
Valkyrie Wizard Skeleton Army Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army Electro Wizard
Skeleton Army Mini P.E.K.K.A The Log Electro Wizard
Wizard Mini P.E.K.K.A Valkyrie Skeleton Army Electro Wizard
Valkyrie Wizard Skeleton Army The Log Electro Wizard
Valkyrie Wizard The Log Electro Wizard
Mini P.E.K.K.A Electro Wizard
Valkyrie Wizard Skeleton Army Mini P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Valkyrie Skeleton Army Electro Wizard
Electro Wizard Mini P.E.K.K.A Valkyrie Wizard The Log
Skeleton Army Mini P.E.K.K.A Valkyrie The Log Electro Wizard
Mini P.E.K.K.A Valkyrie Skeleton Army The Log Electro Wizard
Mini P.E.K.K.A Valkyrie Skeleton Army
Wizard Electro Wizard
Mini P.E.K.K.A Skeleton Army Valkyrie Electro Wizard
Mini P.E.K.K.A Valkyrie Skeleton Army
Electro Wizard Mini P.E.K.K.A Valkyrie Skeleton Army The Log
Skeleton Army
Mini P.E.K.K.A Valkyrie
Skeleton Army Valkyrie The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army Valkyrie Wizard
Wizard Valkyrie Skeleton Army
Skeleton Army Electro Wizard Mini P.E.K.K.A Valkyrie The Log
Valkyrie Mini P.E.K.K.A Wizard The Log Electro Wizard
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.)

Valkyrie The Log
The Log Electro Wizard
The Log
Valkyrie The Log
Wizard Valkyrie The Log
Wizard
Wizard The Log
The Log Wizard
The Log Wizard
Mini P.E.K.K.A Electro Wizard
Valkyrie Wizard The Log Electro Wizard
Wizard
The Log
The Log
Wizard The Log
Wizard The Log
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard The Log Electro Wizard
Valkyrie Wizard The Log
The Log
Wizard
The Log
The Log
The Log Valkyrie Wizard
The Log Wizard Electro Wizard
Wizard The Log
The Log
Wizard Electro Wizard
Electro Wizard Wizard
Mini P.E.K.K.A
Wizard The Log
Electro Wizard
Wizard The Log
Electro Wizard Skeleton Army
Wizard Electro Wizard
The Log
Mini P.E.K.K.A Valkyrie Wizard Electro Wizard
The Log Wizard
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard
Wizard

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