My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

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.

Giant Wizard Sparky Golden Knight

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Arrows

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 Giant Golden Knight

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 Giant

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 Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard Sparky

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.

Arrows Mini P.E.K.K.A Skeleton Army Sparky

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

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.

Zap Arrows Skeleton Army Mini P.E.K.K.A Golden Knight Giant Wizard Sparky

Shortest cycle

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

12 Zap Arrows Skeleton Army Mini P.E.K.K.A

Attack Synergies 8 7

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.

Zap
Arrows Giant Sparky Mini P.E.K.K.A
Arrows
Zap Giant Sparky Mini P.E.K.K.A
Mini P.E.K.K.A
Giant Sparky Zap Arrows Wizard
Giant
Zap Arrows Mini P.E.K.K.A Sparky Wizard
Wizard
Mini P.E.K.K.A Giant Sparky
Skeleton Army
Sparky
Sparky
Zap Arrows Mini P.E.K.K.A Giant Wizard Skeleton Army Golden Knight
Golden Knight
Sparky

Defense Synergies 1 13

Zap
Mini P.E.K.K.A Arrows Skeleton Army Sparky Golden Knight
Arrows
Zap Mini P.E.K.K.A Sparky Golden Knight
Mini P.E.K.K.A
Zap Arrows Wizard Skeleton Army
Giant
Wizard
Mini P.E.K.K.A Skeleton Army Golden Knight
Skeleton Army
Zap Mini P.E.K.K.A Wizard Sparky
Sparky
Zap Arrows Skeleton Army Golden Knight
Golden Knight
Zap Arrows Wizard Sparky

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.

Zap Wizard Sparky Golden Knight
Mini P.E.K.K.A Skeleton Army Sparky Zap
Mini P.E.K.K.A Skeleton Army Sparky
Mini P.E.K.K.A Skeleton Army Sparky
Arrows Mini P.E.K.K.A Skeleton Army Sparky
Arrows Skeleton Army Zap
Zap Arrows Wizard
Zap Arrows Sparky Golden Knight
Mini P.E.K.K.A Sparky Skeleton Army
Skeleton Army Mini P.E.K.K.A Sparky
Skeleton Army Zap Arrows Wizard
Arrows Zap Wizard
Mini P.E.K.K.A Skeleton Army Sparky Zap Wizard
Wizard Skeleton Army Sparky Zap Arrows Mini P.E.K.K.A Golden Knight
Mini P.E.K.K.A Skeleton Army Sparky
Skeleton Army Zap Mini P.E.K.K.A Sparky
Wizard Sparky Arrows Mini P.E.K.K.A Skeleton Army
Arrows Zap Wizard Skeleton Army Golden Knight
Zap Arrows Wizard
Mini P.E.K.K.A Sparky
Wizard Skeleton Army Arrows Mini P.E.K.K.A Sparky

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Zap Sparky
Zap Arrows Mini P.E.K.K.A Wizard
Skeleton Army Zap Mini P.E.K.K.A Sparky Golden Knight
Mini P.E.K.K.A Skeleton Army Zap Sparky
Mini P.E.K.K.A Skeleton Army Sparky
Arrows Wizard Zap
Mini P.E.K.K.A Skeleton Army Sparky
Mini P.E.K.K.A Skeleton Army Sparky
Zap Mini P.E.K.K.A Skeleton Army Sparky
Skeleton Army Sparky
Mini P.E.K.K.A Sparky Golden Knight
Skeleton Army Zap Arrows
Mini P.E.K.K.A Skeleton Army Wizard Sparky Golden Knight
Wizard Skeleton Army Sparky
Skeleton Army Sparky Zap Mini P.E.K.K.A Golden Knight
Arrows Zap Mini P.E.K.K.A Wizard Sparky Golden Knight
Arrows

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.)

Arrows Sparky Golden Knight
Arrows Zap Golden Knight
Arrows Sparky
Arrows Sparky
Wizard Zap Arrows Sparky
Arrows Wizard Zap
Arrows Wizard Sparky
Arrows Zap Wizard
Arrows Zap Wizard Golden Knight
Mini P.E.K.K.A Sparky
Zap Arrows Wizard Sparky Golden Knight
Zap Arrows Wizard
Sparky Golden Knight
Arrows
Zap Arrows Sparky
Zap Arrows Wizard Sparky Golden Knight
Arrows Wizard Sparky
Arrows Sparky
Mini P.E.K.K.A Sparky
Zap Arrows Mini P.E.K.K.A Wizard Sparky
Zap Arrows Wizard Golden Knight
Sparky
Arrows Wizard
Sparky
Zap Arrows
Zap Arrows Wizard Sparky
Arrows Zap Wizard Sparky Golden Knight
Zap Arrows Wizard Sparky Golden Knight
Zap Arrows Sparky Golden Knight
Zap Arrows Wizard Sparky
Zap Wizard
Mini P.E.K.K.A Sparky
Zap Arrows Wizard Sparky
Zap Arrows Sparky
Sparky
Arrows Wizard Sparky
Zap Skeleton Army
Zap Arrows Wizard
Arrows
Mini P.E.K.K.A Wizard Sparky
Arrows Zap Wizard
Zap Arrows Sparky
Sparky
Zap Sparky Golden Knight
Zap
Zap Sparky Golden Knight

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