My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Firecracker Wizard Witch

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.

Firecracker Wizard Witch Prince P.E.K.K.A Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap

Punishments

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

Goblin Barrel Prince Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Prince P.E.K.K.A Mega Knight

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.

Firecracker Goblin Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Wizard Mega Knight

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.

Prince P.E.K.K.A Mega Knight

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.

Goblin Barrel

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 Goblin Barrel 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Firecracker Goblin Barrel Wizard Witch Prince P.E.K.K.A Mega Knight

Shortest cycle

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

13 Zap Firecracker Goblin Barrel Wizard

Attack Synergies 5 14

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
Firecracker Prince P.E.K.K.A Witch Mega Knight
Firecracker
Zap Goblin Barrel Prince P.E.K.K.A Mega Knight
Wizard
Prince P.E.K.K.A Mega Knight
Goblin Barrel
Prince Firecracker P.E.K.K.A Mega Knight
Witch
Zap Prince P.E.K.K.A Mega Knight
Prince
Zap Goblin Barrel Mega Knight Firecracker Wizard Witch
P.E.K.K.A
Zap Firecracker Wizard Goblin Barrel Witch
Mega Knight
Prince Zap Firecracker Wizard Goblin Barrel Witch

Defense Synergies 1 12

Zap
Mega Knight Firecracker Witch Prince P.E.K.K.A
Firecracker
Zap Prince P.E.K.K.A Mega Knight
Wizard
Prince P.E.K.K.A Mega Knight
Goblin Barrel
Witch
Zap Prince Mega Knight
Prince
Zap Firecracker Wizard Witch
P.E.K.K.A
Zap Firecracker Wizard
Mega Knight
Zap Firecracker Wizard Witch

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 Firecracker Wizard
P.E.K.K.A Zap Firecracker Witch Prince Mega Knight
Witch Prince P.E.K.K.A Mega Knight
Witch Prince P.E.K.K.A Firecracker Mega Knight
Firecracker Prince P.E.K.K.A Mega Knight
Zap Firecracker Mega Knight
Zap Firecracker Wizard Witch
Zap P.E.K.K.A Mega Knight
Witch P.E.K.K.A Prince
Firecracker Prince Mega Knight
Witch Zap Firecracker Wizard Mega Knight
Zap Firecracker Wizard Witch
Prince P.E.K.K.A Mega Knight Zap Wizard Witch
Wizard Mega Knight Zap Firecracker Witch Prince P.E.K.K.A
P.E.K.K.A Prince Mega Knight
Zap Prince P.E.K.K.A Mega Knight
Wizard Mega Knight Firecracker Witch Prince P.E.K.K.A
Mega Knight Zap Firecracker Wizard Witch Prince
Zap Wizard Witch Firecracker Mega Knight
P.E.K.K.A Prince
Wizard Mega Knight Firecracker Witch Prince P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Zap Witch Prince P.E.K.K.A
Zap Firecracker Wizard Prince Mega Knight
P.E.K.K.A Mega Knight Zap Witch Prince
Prince P.E.K.K.A Mega Knight Zap
P.E.K.K.A Witch Prince Mega Knight
Firecracker Wizard Zap Witch
Prince P.E.K.K.A Witch
P.E.K.K.A Mega Knight Prince
Zap P.E.K.K.A Mega Knight Firecracker Witch Prince
Witch P.E.K.K.A
P.E.K.K.A Mega Knight Witch Prince
P.E.K.K.A Mega Knight Zap Prince
Prince P.E.K.K.A Mega Knight Wizard Witch
Wizard Firecracker Witch Mega Knight
Witch Zap Firecracker Prince P.E.K.K.A
Mega Knight Zap Firecracker Wizard Witch P.E.K.K.A
Zap

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.)

Firecracker
Firecracker Zap
Firecracker Prince
Wizard Zap Firecracker Mega Knight
Firecracker Wizard Zap Witch
Firecracker Wizard Witch
Zap Firecracker Wizard
Zap Firecracker Wizard
Prince
Firecracker Zap Wizard Prince
Zap Firecracker Wizard
Firecracker
Firecracker
Zap Firecracker Prince
Zap Firecracker Wizard Witch
Firecracker Wizard Mega Knight
Zap Firecracker Wizard Prince Mega Knight
Zap Firecracker Wizard Witch Mega Knight
Prince Mega Knight
Wizard
Prince
Zap
Zap Firecracker Wizard Witch Mega Knight
Witch
Firecracker Zap Wizard Witch
Zap Wizard Witch Prince Mega Knight
Zap Firecracker
Zap Firecracker Wizard Witch
Zap Firecracker Wizard Witch
Zap Wizard Mega Knight
Zap Firecracker
P.E.K.K.A Prince Mega Knight
Firecracker Wizard
Zap Witch Prince
Zap Firecracker Wizard Witch
Firecracker Wizard Prince Mega Knight
Zap Firecracker Wizard
Zap
Firecracker Prince P.E.K.K.A Mega Knight
Zap Firecracker Witch
Firecracker Zap Witch
Zap Firecracker Witch Prince Mega Knight
Prince P.E.K.K.A
Firecracker Wizard Mega Knight

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