My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

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.

Skeletons Battle Ram Witch Prince 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.

Battle Ram

Damage spells

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

Fireball The Log

Punishments

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

Battle Ram Prince

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.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log 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.

Battle Ram Prince P.E.K.K.A Ice Wizard

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Ice Wizard Fireball Battle Ram Witch Prince P.E.K.K.A

Shortest cycle

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

10 Skeletons The Log Ice Wizard Fireball

Attack Synergies 1 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
Fireball
Battle Ram The Log
Battle Ram
The Log Fireball Witch P.E.K.K.A
Witch
Battle Ram Prince P.E.K.K.A
Prince
Witch The Log Ice Wizard
P.E.K.K.A
Battle Ram Witch The Log Ice Wizard
The Log
Battle Ram Fireball Prince P.E.K.K.A
Ice Wizard
Prince P.E.K.K.A

Defense Synergies 3 12

Skeletons
Witch Prince P.E.K.K.A The Log Ice Wizard
Fireball
The Log Ice Wizard
Battle Ram
Witch
Skeletons Prince The Log Ice Wizard
Prince
The Log Skeletons Witch Ice Wizard
P.E.K.K.A
The Log Skeletons Ice Wizard
The Log
Fireball Prince P.E.K.K.A Skeletons Witch Ice Wizard
Ice Wizard
Skeletons Fireball Witch Prince P.E.K.K.A 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.

Fireball The Log
P.E.K.K.A Skeletons Witch Prince The Log Ice Wizard
Witch Prince P.E.K.K.A Skeletons Ice Wizard
Witch Prince P.E.K.K.A Skeletons Ice Wizard
Fireball Prince P.E.K.K.A The Log
Fireball The Log Skeletons Ice Wizard
Fireball Witch Ice Wizard
Fireball P.E.K.K.A The Log
Witch P.E.K.K.A Skeletons Prince Ice Wizard
Skeletons Prince Ice Wizard
Witch Ice Wizard Skeletons Fireball The Log
Fireball Witch Ice Wizard
Prince P.E.K.K.A Skeletons Fireball Witch The Log Ice Wizard
Fireball Witch Prince P.E.K.K.A The Log
P.E.K.K.A Prince
Fireball Prince P.E.K.K.A The Log
Skeletons Fireball Witch Prince P.E.K.K.A
Fireball Witch Prince The Log Ice Wizard
Witch The Log Fireball Ice Wizard
P.E.K.K.A Prince
Fireball Witch Prince 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 Witch Prince P.E.K.K.A
Fireball Prince The Log
P.E.K.K.A Skeletons Witch Prince The Log
Prince P.E.K.K.A Fireball The Log
P.E.K.K.A Skeletons Witch Prince
Fireball Skeletons Witch Ice Wizard
Prince P.E.K.K.A Skeletons Fireball Witch Ice Wizard
P.E.K.K.A Prince
P.E.K.K.A Skeletons Fireball Witch Prince The Log
Witch P.E.K.K.A Skeletons
P.E.K.K.A Witch Prince
P.E.K.K.A Fireball Prince The Log
Prince P.E.K.K.A Skeletons Fireball Witch
Fireball Witch
Witch Skeletons Fireball Prince P.E.K.K.A The Log
Fireball Witch P.E.K.K.A The Log Ice Wizard
Fireball 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.)

Fireball The Log
Fireball The Log Ice Wizard
Fireball The Log
Fireball Prince The Log
Fireball The Log
Fireball Witch Ice Wizard
Witch The Log
Fireball The Log Ice Wizard
Fireball The Log
Fireball Prince
Fireball Prince The Log
Fireball
Fireball The Log
Fireball
Fireball Prince The Log
Fireball Witch The Log
Fireball The Log
Fireball
Fireball Prince The Log
Fireball Witch The Log
Fireball Prince The Log
Fireball
Prince The Log
Fireball The Log
The Log Fireball Witch Ice Wizard
Witch
Fireball The Log Witch Ice Wizard
Fireball Witch Prince The Log
Fireball The Log
Fireball Witch Ice Wizard
Fireball Witch
Fireball
Fireball The Log
Fireball
P.E.K.K.A Prince
Fireball The Log
Fireball Witch Prince
Fireball Witch Ice Wizard
The Log Fireball
Fireball Prince
The Log Fireball
Fireball
Prince P.E.K.K.A
Fireball Witch The Log
Fireball Witch
Fireball Witch Prince The Log
Prince P.E.K.K.A
Fireball

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