My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Goblin Gang

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.

Skeletons Ice Spirit Bomber P.E.K.K.A

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.

Rage The Log

Punishments

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

Goblin Gang

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.

Electro Spirit Ice Spirit Goblin Gang 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.

Electro Spirit

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
Skeletons Bomber Goblin Gang
Giant Snowball
Skeletons Bomber Goblin Gang
Zap
Skeletons Bomber Goblin Gang
Barbarian Barrel
Skeletons Electro Spirit Ice Spirit Bomber Goblin Gang
The Log
Skeletons Electro Spirit Ice Spirit Bomber Goblin Gang
Earthquake
Skeletons Bomber Goblin Gang
Arrows
Skeletons Electro Spirit Ice Spirit Bomber Goblin Gang
Royal Delivery
Skeletons Electro Spirit Ice Spirit Bomber Goblin Gang P.E.K.K.A
Fireball
Bomber Goblin Gang
Poison
Bomber Goblin Gang
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Bomber 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.

Electro Spirit Ice Spirit Rage 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 Goblin Gang

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.

Skeletons Electro Spirit Ice Spirit Bomber Rage The Log Goblin Gang P.E.K.K.A

Shortest cycle

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

5 Skeletons Electro Spirit Ice Spirit Bomber

Attack Synergies 1 5

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.

Skeletons
Electro Spirit
P.E.K.K.A
Ice Spirit
P.E.K.K.A Bomber
Bomber
Ice Spirit P.E.K.K.A
Goblin Gang
P.E.K.K.A
Rage
P.E.K.K.A
Ice Spirit Electro Spirit Bomber Goblin Gang The Log
The Log
P.E.K.K.A

Defense Synergies 2 13

Skeletons
Electro Spirit Ice Spirit Bomber P.E.K.K.A The Log
Electro Spirit
Skeletons The Log
Ice Spirit
Goblin Gang Skeletons Bomber P.E.K.K.A The Log
Bomber
Skeletons Ice Spirit P.E.K.K.A The Log
Goblin Gang
Ice Spirit P.E.K.K.A The Log
Rage
P.E.K.K.A
The Log Skeletons Ice Spirit Bomber Goblin Gang
The Log
P.E.K.K.A Skeletons Electro Spirit Ice Spirit Bomber Goblin Gang

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.

Bomber The Log
P.E.K.K.A Skeletons Ice Spirit Goblin Gang The Log
Goblin Gang P.E.K.K.A Skeletons Bomber
P.E.K.K.A Skeletons Goblin Gang
Bomber P.E.K.K.A The Log
Goblin Gang The Log Skeletons Electro Spirit Bomber
Electro Spirit Ice Spirit Goblin Gang
Electro Spirit P.E.K.K.A The Log
P.E.K.K.A Skeletons Goblin Gang
Goblin Gang Skeletons Ice Spirit Bomber
Goblin Gang Skeletons Electro Spirit Bomber The Log
Goblin Gang
P.E.K.K.A Skeletons Ice Spirit Bomber Goblin Gang The Log
Bomber Electro Spirit Ice Spirit Goblin Gang P.E.K.K.A The Log
P.E.K.K.A Goblin Gang
Ice Spirit Goblin Gang P.E.K.K.A The Log
Skeletons Bomber Goblin Gang P.E.K.K.A
Ice Spirit Electro Spirit Bomber Goblin Gang The Log
The Log Electro Spirit Ice Spirit Bomber
P.E.K.K.A
Bomber Goblin Gang Electro Spirit P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Skeletons P.E.K.K.A
Bomber Goblin Gang The Log
Goblin Gang P.E.K.K.A Skeletons Ice Spirit The Log
Goblin Gang P.E.K.K.A The Log
P.E.K.K.A Skeletons Goblin Gang
Skeletons Electro Spirit Ice Spirit Goblin Gang
Goblin Gang P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Skeletons Electro Spirit Ice Spirit The Log
P.E.K.K.A Skeletons Goblin Gang
P.E.K.K.A
P.E.K.K.A The Log
P.E.K.K.A Skeletons Goblin Gang
Bomber
Goblin Gang Skeletons Electro Spirit Ice Spirit Bomber P.E.K.K.A The Log
Electro Spirit Bomber P.E.K.K.A The Log
Electro Spirit Bomber

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.)

The Log
The Log
The Log
The Log
Bomber The Log
Electro Spirit Ice Spirit
Bomber The Log
The Log Ice Spirit
The Log
Goblin Gang
The Log
The Log
The Log
Bomber The Log
The Log
Bomber
Bomber The Log
Bomber The Log
The Log
The Log
The Log
The Log Electro Spirit Ice Spirit Bomber
The Log
The Log
The Log
Electro Spirit Ice Spirit
Bomber The Log
Electro Spirit Ice Spirit
P.E.K.K.A
The Log
Electro Spirit Ice Spirit Goblin Gang
The Log
Goblin Gang
The Log Bomber
P.E.K.K.A
Electro Spirit Ice Spirit Goblin Gang The Log
The Log
P.E.K.K.A

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