My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Witch

Defensive buildings

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

Cannon

Investments

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

Wizard Witch 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.

Zap Rage Void

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

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Void

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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Mini P.E.K.K.A 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.

Wizard Witch

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 Rage Cannon Void Mini P.E.K.K.A Wizard Witch P.E.K.K.A

Shortest cycle

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

10 Zap Rage Cannon Void

Attack Synergies 3 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
Void P.E.K.K.A Mini P.E.K.K.A Witch
Cannon
Mini P.E.K.K.A
Zap Wizard Rage
Wizard
Mini P.E.K.K.A Rage P.E.K.K.A
Rage
Witch Mini P.E.K.K.A Wizard
Void
Zap
Witch
Rage Zap P.E.K.K.A
P.E.K.K.A
Zap Wizard Witch

Defense Synergies 2 9

Zap
Cannon Mini P.E.K.K.A Void Witch P.E.K.K.A
Cannon
Zap Mini P.E.K.K.A Wizard Witch
Mini P.E.K.K.A
Zap Cannon Wizard Witch
Wizard
Cannon Mini P.E.K.K.A P.E.K.K.A
Rage
Void
Zap
Witch
Zap Cannon Mini P.E.K.K.A
P.E.K.K.A
Zap Wizard

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 Cannon Wizard Void
Mini P.E.K.K.A P.E.K.K.A Zap Cannon Witch
Cannon Mini P.E.K.K.A Witch P.E.K.K.A Void
Cannon Mini P.E.K.K.A Witch P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Zap Cannon
Zap Cannon Wizard Void Witch
Zap Cannon Void P.E.K.K.A
Cannon Mini P.E.K.K.A Witch P.E.K.K.A
Cannon Mini P.E.K.K.A
Witch Zap Cannon Wizard
Zap Wizard Witch
Cannon Mini P.E.K.K.A P.E.K.K.A Zap Wizard Witch
Wizard Zap Cannon Mini P.E.K.K.A Witch P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Cannon
Zap Cannon Mini P.E.K.K.A P.E.K.K.A
Wizard Cannon Mini P.E.K.K.A Witch P.E.K.K.A
Cannon Zap Wizard Witch
Zap Wizard Witch Cannon
Mini P.E.K.K.A P.E.K.K.A Cannon
Wizard Cannon Mini P.E.K.K.A Witch P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap Void Witch P.E.K.K.A
Void Zap Mini P.E.K.K.A Wizard
P.E.K.K.A Zap Mini P.E.K.K.A Witch
Mini P.E.K.K.A P.E.K.K.A Zap
P.E.K.K.A Cannon Mini P.E.K.K.A Witch
Wizard Zap Witch
Mini P.E.K.K.A P.E.K.K.A Void Witch
Mini P.E.K.K.A P.E.K.K.A
Zap Void P.E.K.K.A Mini P.E.K.K.A Witch
Witch P.E.K.K.A Cannon
P.E.K.K.A Mini P.E.K.K.A Witch
P.E.K.K.A Zap Void
Mini P.E.K.K.A P.E.K.K.A Cannon Wizard Witch
Wizard Cannon Witch
Witch Zap Mini P.E.K.K.A P.E.K.K.A
Zap Cannon Mini P.E.K.K.A Wizard Witch P.E.K.K.A

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.)

Void
Void Zap
Void
Void
Wizard Zap
Wizard Zap Witch
Wizard Witch
Zap Wizard
Void Zap Wizard
Mini P.E.K.K.A Void
Void Zap Wizard
Void Zap Wizard
Void
Void
Zap
Zap Wizard Witch
Wizard
Mini P.E.K.K.A
Void Zap Mini P.E.K.K.A Wizard
Zap Wizard Witch
Void
Wizard Void
Void
Zap Void
Zap Wizard Witch
Witch
Void Zap Wizard Witch
Void Zap Wizard Witch
Void Zap
Zap Wizard Witch
Zap Wizard Void Witch
Mini P.E.K.K.A Void
Void Zap Wizard
Zap Void
P.E.K.K.A
Wizard
Zap Void Witch
Zap Wizard Witch
Void Mini P.E.K.K.A Wizard
Zap Wizard
Void Zap
P.E.K.K.A
Zap Witch
Zap Void Witch
Void Zap Witch

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