My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
RIP

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Witch Phoenix

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.

Battle Ram Witch Phoenix Lumberjack

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.

Zap 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 Battle Ram Lumberjack

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 Battle Ram Phoenix Lumberjack

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 Lumberjack

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
Battle Ram Guards Phoenix
Giant Snowball
Battle Ram Guards Witch Lumberjack
Zap
Battle Ram Guards Witch
Barbarian Barrel
Battle Ram Guards Witch Lumberjack
The Log
Mini P.E.K.K.A Battle Ram Guards Witch Lumberjack
Earthquake
Guards Witch
Arrows
Guards Witch
Royal Delivery
Mini P.E.K.K.A Battle Ram Guards Witch Lumberjack
Fireball
Battle Ram Witch Lumberjack
Poison
Guards Witch Phoenix
Lightning
Mini P.E.K.K.A Battle Ram Witch Phoenix Lumberjack
Rocket
Witch Phoenix

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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 Battle Ram Guards

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Guards Void Mini P.E.K.K.A Battle Ram Phoenix Lumberjack Witch

Shortest cycle

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

12 Zap Guards Void Mini P.E.K.K.A

Attack Synergies 2 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.

Zap
Battle Ram Void Mini P.E.K.K.A Guards Witch Phoenix Lumberjack
Mini P.E.K.K.A
Zap Lumberjack
Battle Ram
Zap Witch Lumberjack
Guards
Zap Lumberjack
Void
Zap
Witch
Zap Battle Ram Lumberjack
Phoenix
Zap
Lumberjack
Zap Mini P.E.K.K.A Battle Ram Guards Witch

Defense Synergies 1 10

Zap
Mini P.E.K.K.A Guards Void Witch Phoenix Lumberjack
Mini P.E.K.K.A
Zap Guards Witch
Battle Ram
Guards
Zap Mini P.E.K.K.A Witch Lumberjack
Void
Zap
Witch
Zap Mini P.E.K.K.A Guards Lumberjack
Phoenix
Zap
Lumberjack
Zap Guards 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 Void
Mini P.E.K.K.A Lumberjack Zap Witch Phoenix
Mini P.E.K.K.A Witch Lumberjack Void
Mini P.E.K.K.A Witch Lumberjack Guards Phoenix
Mini P.E.K.K.A Lumberjack
Zap Guards Lumberjack
Zap Void Witch Phoenix
Zap Void Phoenix
Mini P.E.K.K.A Witch Phoenix Lumberjack
Guards Mini P.E.K.K.A Phoenix Lumberjack
Guards Witch Zap Lumberjack
Zap Witch Phoenix
Mini P.E.K.K.A Lumberjack Zap Guards Witch
Zap Mini P.E.K.K.A Guards Witch Lumberjack
Mini P.E.K.K.A Phoenix Lumberjack
Zap Mini P.E.K.K.A Lumberjack
Mini P.E.K.K.A Witch Lumberjack
Zap Guards Witch Lumberjack
Zap Witch Guards Lumberjack
Mini P.E.K.K.A Phoenix Lumberjack
Mini P.E.K.K.A Guards Witch Lumberjack

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Lumberjack Zap Void Witch
Void Zap Mini P.E.K.K.A Phoenix Lumberjack
Guards Lumberjack Zap Mini P.E.K.K.A Witch
Mini P.E.K.K.A Guards Lumberjack Zap Phoenix
Mini P.E.K.K.A Guards Witch Phoenix Lumberjack
Zap Witch
Mini P.E.K.K.A Guards Void Witch Phoenix Lumberjack
Mini P.E.K.K.A Phoenix Lumberjack
Zap Void Mini P.E.K.K.A Witch Phoenix
Witch Guards Phoenix
Mini P.E.K.K.A Guards Witch Phoenix Lumberjack
Zap Guards Void Phoenix
Mini P.E.K.K.A Guards Witch Lumberjack
Witch
Guards Witch Phoenix Zap Mini P.E.K.K.A Lumberjack
Zap Mini P.E.K.K.A Witch Phoenix
Zap Void

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 Guards
Void Zap
Void
Guards Void
Zap
Zap Witch
Witch
Zap
Void Zap
Mini P.E.K.K.A Guards Void Lumberjack
Void Zap
Void Zap
Void
Void
Zap
Zap Witch
Mini P.E.K.K.A
Void Zap Mini P.E.K.K.A
Zap Void Witch
Void
Void
Void
Zap Void
Zap Witch
Witch
Void Zap Witch
Void Zap Witch
Void Zap
Zap Void Witch
Zap Guards Void Witch
Mini P.E.K.K.A Void
Void Zap
Zap Void
Zap Guards Void Witch
Zap Witch
Void Mini P.E.K.K.A Lumberjack
Zap
Void Zap
Zap Guards Witch
Zap Void Witch
Void Zap Witch
Void
Void

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