My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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

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 P.E.K.K.A Lumberjack

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.

Rage Void

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Elite Barbarians Mini P.E.K.K.A 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.

Elite Barbarians Mini P.E.K.K.A P.E.K.K.A 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.

Elite Barbarians 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
Elite Barbarians
Giant Snowball
Lumberjack
Zap
Barbarian Barrel
Elite Barbarians Wizard Lumberjack
The Log
Elite Barbarians Mini P.E.K.K.A Lumberjack
Earthquake
Arrows
Royal Delivery
Elite Barbarians Mini P.E.K.K.A Wizard P.E.K.K.A Lumberjack
Fireball
Elite Barbarians Wizard Lumberjack
Poison
Wizard
Lightning
Elite Barbarians Mini P.E.K.K.A Wizard Lumberjack
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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 Rage P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Elite Barbarians

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.

Mirror Rage Void Mini P.E.K.K.A Lumberjack Wizard Elite Barbarians P.E.K.K.A

Shortest cycle

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

9 Mirror Rage Void Mini P.E.K.K.A

Attack Synergies 1 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.

Elite Barbarians
Rage Wizard Lumberjack
Mini P.E.K.K.A
Wizard Mirror Rage Lumberjack
Wizard
Elite Barbarians Mini P.E.K.K.A Rage P.E.K.K.A Lumberjack
Mirror
Mini P.E.K.K.A Lumberjack
Rage
Elite Barbarians Mini P.E.K.K.A Wizard
Void
P.E.K.K.A
Wizard Lumberjack
Lumberjack
Elite Barbarians Mini P.E.K.K.A Wizard Mirror P.E.K.K.A

Defense Synergies 0 7

Elite Barbarians
Mini P.E.K.K.A Wizard
Mini P.E.K.K.A
Elite Barbarians Wizard Mirror
Wizard
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Lumberjack
Mirror
Mini P.E.K.K.A Lumberjack
Rage
Void
P.E.K.K.A
Wizard
Lumberjack
Wizard Mirror

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.

Wizard Void
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Lumberjack
Mini P.E.K.K.A P.E.K.K.A Lumberjack Elite Barbarians Void
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Lumberjack
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Lumberjack
Lumberjack
Wizard Void
Void P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Elite Barbarians Lumberjack
Elite Barbarians Mini P.E.K.K.A Lumberjack
Wizard Lumberjack
Wizard
Mini P.E.K.K.A P.E.K.K.A Lumberjack Elite Barbarians Wizard
Wizard Mini P.E.K.K.A P.E.K.K.A Lumberjack
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Lumberjack
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Lumberjack
Wizard Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Lumberjack
Elite Barbarians Wizard Lumberjack
Wizard Lumberjack
Mini P.E.K.K.A P.E.K.K.A Elite Barbarians Lumberjack
Wizard Elite Barbarians Mini P.E.K.K.A P.E.K.K.A 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 Lumberjack Elite Barbarians Void P.E.K.K.A
Void Elite Barbarians Mini P.E.K.K.A Wizard Lumberjack
P.E.K.K.A Lumberjack Elite Barbarians Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Lumberjack Elite Barbarians
P.E.K.K.A Elite Barbarians Mini P.E.K.K.A Lumberjack
Wizard
Mini P.E.K.K.A P.E.K.K.A Elite Barbarians Void Lumberjack
Mini P.E.K.K.A P.E.K.K.A Elite Barbarians Lumberjack
Void P.E.K.K.A Elite Barbarians Mini P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Elite Barbarians Mini P.E.K.K.A Lumberjack
P.E.K.K.A Elite Barbarians Void
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Wizard Lumberjack
Wizard
Elite Barbarians Mini P.E.K.K.A P.E.K.K.A Lumberjack
Elite Barbarians Mini P.E.K.K.A Wizard P.E.K.K.A

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
Void
Void
Void
Wizard
Wizard
Wizard
Wizard
Void Wizard
Elite Barbarians Mini P.E.K.K.A Void Lumberjack
Void Wizard
Void Wizard
Elite Barbarians Void
Void
Elite Barbarians
Wizard
Wizard
Mini P.E.K.K.A
Void Mini P.E.K.K.A Wizard
Wizard
Void
Wizard Void
Void
Void
Wizard
Void Wizard
Void Wizard
Void
Elite Barbarians Wizard
Wizard Void
Elite Barbarians Mini P.E.K.K.A Void
Void Wizard
Void
P.E.K.K.A
Wizard
Void
Wizard
Void Mini P.E.K.K.A Wizard Lumberjack
Wizard
Void
Elite Barbarians P.E.K.K.A
Elite Barbarians
Void
Void

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