My Best Clash Royale Deck

Deck Check Rating

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

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.

Fire Spirit Bats Goblin Gang Wizard 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.

Bats Wizard 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.

Goblin Gang 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.

Fire Spirit Goblin Gang 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.

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
Bats Goblin Gang Bandit
Giant Snowball
Fire Spirit Bats Goblin Gang
Zap
Fire Spirit Bats Goblin Gang Bandit
Barbarian Barrel
Fire Spirit Goblin Gang Wizard Bandit Electro Wizard
The Log
Fire Spirit Goblin Gang Bandit
Earthquake
Goblin Gang
Arrows
Fire Spirit Bats Goblin Gang
Royal Delivery
Fire Spirit Bats Goblin Gang Wizard P.E.K.K.A Bandit Electro Wizard
Fireball
Goblin Gang Wizard Bandit Electro Wizard
Poison
Bats Goblin Gang Wizard Electro Wizard
Lightning
Wizard Bandit Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Bats 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.

Fire Spirit Goblin Gang 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Zap Goblin Gang Bandit Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

8 Fire Spirit Bats Zap Goblin Gang

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.

Fire Spirit
P.E.K.K.A Zap Bandit
Bats
Zap P.E.K.K.A Bandit
Zap
P.E.K.K.A Electro Wizard Fire Spirit Bats Bandit
Goblin Gang
P.E.K.K.A Bandit
Wizard
P.E.K.K.A Bandit
P.E.K.K.A
Fire Spirit Zap Electro Wizard Bats Goblin Gang Wizard
Bandit
Fire Spirit Bats Zap Goblin Gang Wizard Electro Wizard
Electro Wizard
Zap P.E.K.K.A Bandit

Defense Synergies 1 18

Fire Spirit
Zap P.E.K.K.A Electro Wizard
Bats
Zap P.E.K.K.A Bandit Electro Wizard
Zap
Electro Wizard Fire Spirit Bats Goblin Gang P.E.K.K.A Bandit
Goblin Gang
Zap P.E.K.K.A Bandit Electro Wizard
Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Fire Spirit Bats Zap Goblin Gang Wizard Electro Wizard
Bandit
Bats Zap Goblin Gang Wizard Electro Wizard
Electro Wizard
Zap Fire Spirit Bats Goblin Gang Wizard 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 Electro Wizard
P.E.K.K.A Bats Zap Goblin Gang Bandit Electro Wizard
Goblin Gang P.E.K.K.A Fire Spirit Bats Bandit Electro Wizard
P.E.K.K.A Bats Goblin Gang Bandit Electro Wizard
P.E.K.K.A
Goblin Gang Fire Spirit Bats Zap Bandit Electro Wizard
Bats Electro Wizard Fire Spirit Zap Goblin Gang Wizard
Zap P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Goblin Gang
Goblin Gang Fire Spirit Bandit Electro Wizard
Bats Goblin Gang Electro Wizard Zap Wizard Bandit
Bats Zap Goblin Gang Wizard Electro Wizard
P.E.K.K.A Fire Spirit Bats Zap Goblin Gang Wizard Bandit Electro Wizard
Fire Spirit Wizard Bats Zap Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Gang Bandit Electro Wizard
Zap Goblin Gang P.E.K.K.A Bandit Electro Wizard
Wizard Bats Goblin Gang P.E.K.K.A Electro Wizard
Fire Spirit Bats Zap Goblin Gang Wizard Bandit Electro Wizard
Zap Wizard Fire Spirit Bats Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Goblin Gang Wizard Fire Spirit Bats 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.

Goblin Gang Zap P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Goblin Gang Wizard
Goblin Gang P.E.K.K.A Bandit Bats Zap Electro Wizard
Goblin Gang P.E.K.K.A Bats Zap Bandit Electro Wizard
P.E.K.K.A Goblin Gang Bandit
Fire Spirit Wizard Bats Zap Goblin Gang Electro Wizard
Goblin Gang P.E.K.K.A Bats Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bats Bandit
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Goblin Gang Wizard Bandit
Wizard
Goblin Gang Electro Wizard Bats Zap P.E.K.K.A
Bats Zap Wizard P.E.K.K.A 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.)

Bandit
Zap Bandit Electro Wizard
Bandit
Wizard Fire Spirit Zap
Wizard Fire Spirit Bats Zap
Fire Spirit Wizard
Fire Spirit Zap Wizard
Zap Wizard Bandit
Fire Spirit Bats Goblin Gang Electro Wizard
Zap Wizard Bandit Electro Wizard
Fire Spirit Zap Wizard
Fire Spirit Bandit
Bandit
Zap
Zap Wizard Bandit
Wizard Bandit
Bats
Fire Spirit Zap Wizard Bandit Electro Wizard
Fire Spirit Zap Wizard
Wizard
Zap
Zap Fire Spirit Wizard
Zap Wizard Bandit Electro Wizard
Zap Wizard Bandit
Zap Bandit
Fire Spirit Bats Zap Wizard Electro Wizard
Zap Electro Wizard Bats Wizard
Zap Wizard Bandit
Zap Electro Wizard
P.E.K.K.A
Wizard
Zap Electro Wizard Fire Spirit Bats Goblin Gang Bandit
Fire Spirit Zap Wizard Electro Wizard
Goblin Gang Wizard Electro Wizard
Zap Wizard
Zap
P.E.K.K.A
Zap Bats Goblin Gang Electro Wizard
Bats Zap Electro Wizard
Zap Bandit Electro Wizard

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