My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Baby Dragon Electro 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.

Wizard Baby Dragon P.E.K.K.A Bandit Electro Wizard

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

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 Bandit

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 Baby Dragon P.E.K.K.A Bandit

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 Bandit Electro Wizard

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
Bandit
Giant Snowball
Baby Dragon
Zap
Bandit
Barbarian Barrel
Wizard Bandit Electro Wizard
The Log
Mini P.E.K.K.A Bandit
Earthquake
Arrows
Royal Delivery
Mini P.E.K.K.A Wizard Baby Dragon P.E.K.K.A Bandit Electro Wizard
Fireball
Wizard Baby Dragon Bandit Electro Wizard
Poison
Wizard Electro Wizard
Lightning
Mini P.E.K.K.A Wizard Baby Dragon Bandit Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Baby Dragon

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 Baby Dragon 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 Electro 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.

Mirror Zap Bandit Mini P.E.K.K.A Baby Dragon Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

9 Mirror Zap Bandit Mini P.E.K.K.A

Attack Synergies 4 13

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
Mirror P.E.K.K.A Electro Wizard Mini P.E.K.K.A Baby Dragon Bandit
Mini P.E.K.K.A
Zap Wizard Mirror Baby Dragon Electro Wizard
Wizard
Mini P.E.K.K.A P.E.K.K.A Bandit
Mirror
Zap Mini P.E.K.K.A
Baby Dragon
Zap Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Zap Electro Wizard Wizard Baby Dragon
Bandit
Zap Wizard Baby Dragon Electro Wizard
Electro Wizard
Zap P.E.K.K.A Mini P.E.K.K.A Baby Dragon Bandit

Defense Synergies 4 14

Zap
Mini P.E.K.K.A Mirror Electro Wizard Baby Dragon P.E.K.K.A Bandit
Mini P.E.K.K.A
Zap Electro Wizard Wizard Mirror Baby Dragon
Wizard
Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard
Mirror
Zap Mini P.E.K.K.A Electro Wizard
Baby Dragon
Zap Mini P.E.K.K.A P.E.K.K.A Bandit
P.E.K.K.A
Zap Wizard Baby Dragon Electro Wizard
Bandit
Zap Wizard Baby Dragon Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Wizard Mirror P.E.K.K.A Bandit

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 Baby Dragon Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Bandit Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
Zap Baby Dragon Bandit Electro Wizard
Electro Wizard Zap Wizard Baby Dragon
Zap Baby Dragon P.E.K.K.A Bandit Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A Bandit Electro Wizard
Electro Wizard Zap Wizard Baby Dragon Bandit
Zap Wizard Baby Dragon Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Wizard Bandit Electro Wizard
Wizard Zap Mini P.E.K.K.A Baby Dragon P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard
Zap Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard
Wizard Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Zap Wizard Baby Dragon Bandit Electro Wizard
Zap Wizard Baby Dragon Bandit Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Wizard Mini P.E.K.K.A Baby Dragon P.E.K.K.A Bandit Electro Wizard

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 P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Mini P.E.K.K.A Wizard Baby Dragon
P.E.K.K.A Bandit Zap Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Bandit
Wizard Zap Baby Dragon Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Mini P.E.K.K.A Baby Dragon Bandit
P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A Zap Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Wizard Bandit
Wizard Baby Dragon
Electro Wizard Zap Mini P.E.K.K.A Baby Dragon P.E.K.K.A
Zap Mini P.E.K.K.A Wizard Baby Dragon P.E.K.K.A Electro Wizard
Zap Electro 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.)

Baby Dragon Bandit
Zap Baby Dragon Bandit Electro Wizard
Baby Dragon Bandit
Wizard Zap Baby Dragon
Wizard Zap Baby Dragon
Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard Bandit
Mini P.E.K.K.A Electro Wizard
Zap Wizard Bandit Electro Wizard
Zap Wizard Baby Dragon
Baby Dragon Bandit
Baby Dragon Bandit
Zap Baby Dragon
Zap Wizard Baby Dragon Bandit
Wizard Baby Dragon Bandit
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Wizard Baby Dragon Bandit Electro Wizard
Zap Wizard Baby Dragon
Baby Dragon
Wizard
Zap Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard Baby Dragon Bandit Electro Wizard
Zap Wizard Baby Dragon Bandit
Zap Baby Dragon Bandit
Zap Wizard Baby Dragon Electro Wizard
Zap Electro Wizard Wizard
Mini P.E.K.K.A
Zap Wizard Bandit
Zap Electro Wizard
P.E.K.K.A
Wizard
Zap Electro Wizard Bandit
Zap Wizard Baby Dragon Electro Wizard
Mini P.E.K.K.A Wizard Baby Dragon Electro Wizard
Zap Wizard Baby Dragon
Zap
P.E.K.K.A
Zap Baby Dragon Electro Wizard
Zap Electro Wizard
Zap Baby Dragon Bandit Electro Wizard
P.E.K.K.A
Wizard

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