My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Witch Electro Wizard Inferno Dragon

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.

Witch Prince P.E.K.K.A Royal Ghost Electro Wizard Inferno Dragon

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.

Goblin Gang Prince Royal Ghost

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.

Goblin Gang Prince P.E.K.K.A Royal Ghost

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.

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

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 Royal Ghost

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 Royal Ghost Inferno Dragon

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.

Goblin Gang Witch 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.

Zap Goblin Gang Royal Ghost Electro Wizard Inferno Dragon Witch Prince P.E.K.K.A

Shortest cycle

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

12 Zap Goblin Gang Royal Ghost Electro Wizard

Attack Synergies 4 11

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
Prince P.E.K.K.A Electro Wizard Witch Royal Ghost
Goblin Gang
Prince P.E.K.K.A Royal Ghost
Witch
Zap Prince P.E.K.K.A Royal Ghost
Prince
Zap Goblin Gang Witch Royal Ghost Electro Wizard
P.E.K.K.A
Zap Electro Wizard Goblin Gang Witch
Royal Ghost
Zap Goblin Gang Witch Prince Electro Wizard
Electro Wizard
Zap P.E.K.K.A Prince Royal Ghost
Inferno Dragon

Defense Synergies 1 17

Zap
Electro Wizard Goblin Gang Witch Prince P.E.K.K.A Royal Ghost Inferno Dragon
Goblin Gang
Zap Prince P.E.K.K.A Electro Wizard Inferno Dragon
Witch
Zap Prince Royal Ghost Electro Wizard
Prince
Zap Goblin Gang Witch Electro Wizard
P.E.K.K.A
Zap Goblin Gang Electro Wizard
Royal Ghost
Zap Witch Electro Wizard
Electro Wizard
Zap Goblin Gang Witch Prince P.E.K.K.A Royal Ghost Inferno Dragon
Inferno Dragon
Zap Goblin Gang Electro 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 Electro Wizard
P.E.K.K.A Inferno Dragon Zap Goblin Gang Witch Prince Electro Wizard
Goblin Gang Witch Prince P.E.K.K.A Electro Wizard Inferno Dragon
Witch Prince P.E.K.K.A Inferno Dragon Goblin Gang Electro Wizard
Prince P.E.K.K.A
Goblin Gang Zap Royal Ghost Electro Wizard
Electro Wizard Inferno Dragon Zap Goblin Gang Witch
Zap P.E.K.K.A Electro Wizard
Witch P.E.K.K.A Inferno Dragon Goblin Gang Prince
Goblin Gang Prince Royal Ghost Electro Wizard
Goblin Gang Witch Electro Wizard Zap Royal Ghost
Inferno Dragon Zap Goblin Gang Witch Electro Wizard
Prince P.E.K.K.A Zap Goblin Gang Witch Electro Wizard
Zap Goblin Gang Witch Prince P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Inferno Dragon Goblin Gang Prince Electro Wizard
Zap Goblin Gang Prince P.E.K.K.A Electro Wizard Inferno Dragon
Goblin Gang Witch Prince P.E.K.K.A Electro Wizard
Zap Goblin Gang Witch Prince Royal Ghost Electro Wizard
Zap Witch Royal Ghost Electro Wizard Inferno Dragon
P.E.K.K.A Prince Electro Wizard Inferno Dragon
Goblin Gang Royal Ghost Witch Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon

Counters to secondary win conditions

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

Goblin Gang Zap Witch Prince P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Zap Goblin Gang Prince Royal Ghost Inferno Dragon
Goblin Gang P.E.K.K.A Zap Witch Prince Electro Wizard
Goblin Gang Prince P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Goblin Gang Witch Prince Inferno Dragon
Zap Goblin Gang Witch Electro Wizard
Goblin Gang Prince P.E.K.K.A Witch Electro Wizard
P.E.K.K.A Prince Inferno Dragon
Zap P.E.K.K.A Electro Wizard Witch Prince Inferno Dragon
Witch P.E.K.K.A Goblin Gang Inferno Dragon
P.E.K.K.A Inferno Dragon Witch Prince
P.E.K.K.A Zap Prince Electro Wizard
Prince P.E.K.K.A Goblin Gang Witch
Witch
Goblin Gang Witch Electro Wizard Zap Prince P.E.K.K.A Inferno Dragon
Zap Witch P.E.K.K.A Royal Ghost Electro Wizard Inferno Dragon
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.)

Royal Ghost
Zap Royal Ghost Electro Wizard
Prince
Zap
Zap Witch
Witch
Zap
Zap
Goblin Gang Prince Electro Wizard
Zap Prince Electro Wizard
Zap
Zap Prince
Zap Witch
Zap Prince Electro Wizard
Zap Witch
Prince
Prince
Zap
Zap Witch
Witch Inferno Dragon
Zap Witch Royal Ghost Electro Wizard
Zap Witch Prince
Zap
Zap Witch Electro Wizard
Zap Electro Wizard Witch
Zap
Zap Electro Wizard
P.E.K.K.A Prince
Zap Electro Wizard Goblin Gang Witch Prince
Zap Witch Electro Wizard
Goblin Gang Prince Electro Wizard
Zap
Zap
Prince P.E.K.K.A
Zap Goblin Gang Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Prince Royal Ghost Electro Wizard
Prince P.E.K.K.A Inferno Dragon

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