My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
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.

Wizard Electro 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.

Knight Wizard Prince Electro Dragon Royal Ghost

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.

The Log

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 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.

Knight Mini P.E.K.K.A Prince 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.

Mini P.E.K.K.A Electro Dragon Royal Ghost

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Electro Dragon The Log 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.

Knight Mini P.E.K.K.A Guards Prince Royal Ghost

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

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.

The Log Knight Guards Royal Ghost Mini P.E.K.K.A Wizard Prince Electro Dragon

Shortest cycle

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

11 The Log Knight Guards Royal Ghost

Attack Synergies 0 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.

Knight
Wizard Prince Electro Dragon The Log
Mini P.E.K.K.A
Wizard The Log
Wizard
Knight Mini P.E.K.K.A Prince Royal Ghost
Guards
The Log
Prince
Knight Wizard The Log Royal Ghost
Electro Dragon
Knight
The Log
Knight Mini P.E.K.K.A Guards Prince
Royal Ghost
Wizard Prince

Defense Synergies 3 16

Knight
Electro Dragon Mini P.E.K.K.A Wizard The Log
Mini P.E.K.K.A
The Log Knight Wizard Guards Electro Dragon Royal Ghost
Wizard
Knight Mini P.E.K.K.A Guards Prince The Log Royal Ghost
Guards
Mini P.E.K.K.A Wizard Prince Electro Dragon The Log
Prince
The Log Wizard Guards
Electro Dragon
Knight Mini P.E.K.K.A Guards The Log
The Log
Mini P.E.K.K.A Prince Knight Wizard Guards Electro Dragon Royal Ghost
Royal Ghost
Mini P.E.K.K.A Wizard The Log

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.

Knight Wizard Electro Dragon The Log
Mini P.E.K.K.A Knight Prince Electro Dragon The Log
Mini P.E.K.K.A Prince Knight Electro Dragon
Mini P.E.K.K.A Prince Knight Guards Electro Dragon
Mini P.E.K.K.A Prince The Log
The Log Guards Electro Dragon Royal Ghost
Wizard Electro Dragon
Electro Dragon The Log
Mini P.E.K.K.A Prince
Knight Guards Mini P.E.K.K.A Prince Royal Ghost
Guards Knight Wizard Electro Dragon The Log Royal Ghost
Wizard Electro Dragon
Mini P.E.K.K.A Prince Knight Wizard Guards Electro Dragon The Log
Wizard Mini P.E.K.K.A Guards Prince Electro Dragon The Log Royal Ghost
Mini P.E.K.K.A Knight Prince
Mini P.E.K.K.A Prince The Log
Wizard Knight Mini P.E.K.K.A Prince Electro Dragon
Knight Wizard Guards Prince Electro Dragon The Log Royal Ghost
Wizard The Log Knight Guards Electro Dragon Royal Ghost
Mini P.E.K.K.A Prince
Wizard Royal Ghost Knight Mini P.E.K.K.A Guards Prince Electro Dragon The Log

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Guards Prince Royal Ghost
Knight Mini P.E.K.K.A Wizard Prince Electro Dragon The Log Royal Ghost
Guards Knight Mini P.E.K.K.A Prince Electro Dragon The Log
Mini P.E.K.K.A Guards Prince Knight The Log
Knight Mini P.E.K.K.A Guards Prince
Wizard Electro Dragon
Mini P.E.K.K.A Guards Prince Knight
Mini P.E.K.K.A Knight Prince
Electro Dragon Knight Mini P.E.K.K.A Prince The Log
Guards
Knight Mini P.E.K.K.A Guards Prince Electro Dragon
Guards Prince The Log
Mini P.E.K.K.A Prince Knight Wizard Guards
Wizard Electro Dragon
Guards Electro Dragon Knight Mini P.E.K.K.A Prince The Log
Mini P.E.K.K.A Wizard Electro Dragon The Log Royal Ghost

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.)

Knight Guards Electro Dragon The Log Royal Ghost
Electro Dragon The Log Royal Ghost
Electro Dragon The Log
Knight Guards Prince The Log
Wizard The Log
Wizard Electro Dragon
Wizard The Log
The Log Wizard Electro Dragon
The Log Wizard Electro Dragon
Mini P.E.K.K.A Guards Prince Electro Dragon
Knight Wizard Prince Electro Dragon The Log
Wizard Electro Dragon
Knight The Log
Electro Dragon
Prince The Log
Wizard Electro Dragon The Log
Wizard Electro Dragon The Log
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Prince Electro Dragon The Log
Wizard Electro Dragon The Log
Prince The Log
Wizard
Prince The Log
Electro Dragon The Log
The Log Wizard Electro Dragon
The Log Wizard Electro Dragon Royal Ghost
Wizard Prince Electro Dragon The Log
The Log
Wizard Electro Dragon
Electro Dragon Wizard Guards
Mini P.E.K.K.A
Wizard Electro Dragon The Log
Electro Dragon
Prince
Wizard The Log
Guards Prince Electro Dragon
Wizard Electro Dragon
The Log
Knight Mini P.E.K.K.A Wizard Prince Electro Dragon
The Log Wizard Electro Dragon
Prince Electro Dragon
Electro Dragon Guards The Log
Electro Dragon
Electro Dragon Prince The Log Royal Ghost

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