My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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 Firecracker

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bats Firecracker Goblin Cage 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.

Fireball The Log

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.

Electro Spirit 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 Firecracker

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker Fireball The Log

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.

Electro Spirit Bats 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

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Bats The Log Firecracker Fireball Goblin Cage P.E.K.K.A

Shortest cycle

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

6 Skeletons Electro Spirit Bats The Log

Attack Synergies 0 10

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
Fireball P.E.K.K.A
Bats
Firecracker Goblin Cage P.E.K.K.A
Firecracker
Bats Goblin Cage P.E.K.K.A
Fireball
Electro Spirit The Log
Goblin Cage
Bats Firecracker The Log
P.E.K.K.A
Electro Spirit Bats Firecracker The Log
The Log
Fireball Goblin Cage P.E.K.K.A

Defense Synergies 4 14

Skeletons
Goblin Cage Electro Spirit Bats Firecracker P.E.K.K.A The Log
Electro Spirit
Skeletons The Log
Bats
Skeletons Firecracker Goblin Cage P.E.K.K.A The Log
Firecracker
The Log Skeletons Bats Goblin Cage P.E.K.K.A
Fireball
The Log Goblin Cage
Goblin Cage
Skeletons Bats Firecracker Fireball The Log
P.E.K.K.A
The Log Skeletons Bats Firecracker
The Log
Firecracker Fireball P.E.K.K.A Skeletons Electro Spirit Bats Goblin Cage

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.

Firecracker Fireball Goblin Cage The Log
P.E.K.K.A Skeletons Bats Firecracker Goblin Cage The Log
Goblin Cage P.E.K.K.A Skeletons Bats
Goblin Cage P.E.K.K.A Skeletons Bats Firecracker
Firecracker Fireball Goblin Cage P.E.K.K.A The Log
Fireball The Log Skeletons Electro Spirit Bats Firecracker
Bats Electro Spirit Firecracker Fireball Goblin Cage
Electro Spirit Fireball Goblin Cage P.E.K.K.A The Log
P.E.K.K.A Skeletons Goblin Cage
Skeletons Firecracker
Bats Skeletons Electro Spirit Firecracker Fireball The Log
Bats Firecracker Fireball
Goblin Cage P.E.K.K.A Skeletons Bats Fireball The Log
Fireball Electro Spirit Bats Firecracker Goblin Cage P.E.K.K.A The Log
P.E.K.K.A Goblin Cage
Fireball Goblin Cage P.E.K.K.A The Log
Skeletons Bats Firecracker Fireball Goblin Cage P.E.K.K.A
Fireball Goblin Cage Electro Spirit Bats Firecracker The Log
Goblin Cage The Log Electro Spirit Bats Firecracker Fireball
P.E.K.K.A Goblin Cage
Electro Spirit Bats Firecracker Fireball 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.

Skeletons Fireball Goblin Cage P.E.K.K.A
Fireball Firecracker The Log
P.E.K.K.A Skeletons Bats Goblin Cage The Log
P.E.K.K.A Bats Fireball Goblin Cage The Log
P.E.K.K.A Skeletons Goblin Cage
Firecracker Fireball Skeletons Electro Spirit Bats
P.E.K.K.A Skeletons Bats Fireball Goblin Cage
P.E.K.K.A Goblin Cage
Goblin Cage P.E.K.K.A Skeletons Electro Spirit Bats Firecracker Fireball The Log
P.E.K.K.A Skeletons Goblin Cage
P.E.K.K.A Bats Goblin Cage
P.E.K.K.A Fireball Goblin Cage The Log
P.E.K.K.A Skeletons Fireball Goblin Cage
Firecracker Fireball Goblin Cage
Skeletons Electro Spirit Bats Firecracker Fireball Goblin Cage P.E.K.K.A The Log
Bats Electro Spirit Firecracker Fireball Goblin Cage P.E.K.K.A The Log
Electro Spirit Fireball Goblin Cage

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 Firecracker The Log
Firecracker Fireball The Log
Fireball The Log
Firecracker Fireball The Log
Fireball Firecracker The Log
Firecracker Fireball Electro Spirit Bats
Firecracker The Log
Fireball The Log Firecracker
Fireball The Log Firecracker
Bats Fireball
Firecracker Fireball The Log
Fireball Firecracker
Firecracker Fireball The Log
Firecracker Fireball
Firecracker Fireball The Log
Firecracker Fireball The Log
Firecracker Fireball The Log
Fireball
Bats
Firecracker Fireball The Log
Firecracker Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
Firecracker The Log Electro Spirit Fireball
Firecracker Fireball The Log
Fireball The Log
Fireball Firecracker The Log
Bats Firecracker Fireball
Electro Spirit Bats Firecracker Fireball
Fireball
Fireball The Log
Electro Spirit Firecracker Fireball
P.E.K.K.A
Firecracker Fireball The Log
Electro Spirit Bats Fireball
Fireball Firecracker
The Log Fireball
Fireball Firecracker
The Log Firecracker Fireball
Fireball
Firecracker P.E.K.K.A
Electro Spirit Bats Firecracker Fireball The Log
Firecracker Bats Fireball
Firecracker Fireball The Log
P.E.K.K.A
Fireball Firecracker

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