My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Spear Goblins Minions Witch 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.

Skeletons Spear Goblins Witch P.E.K.K.A 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.

Arrows The Log

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.

Spear Goblins P.E.K.K.A

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.

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
Skeletons Spear Goblins Minions
Giant Snowball
Skeletons Spear Goblins Minions Witch
Zap
Skeletons Spear Goblins Minions Witch
Barbarian Barrel
Skeletons Spear Goblins Witch Electro Wizard
The Log
Skeletons Spear Goblins Witch
Earthquake
Skeletons Spear Goblins Witch
Arrows
Skeletons Spear Goblins Minions Witch
Royal Delivery
Skeletons Spear Goblins Minions Witch P.E.K.K.A Electro Wizard
Fireball
Minions Witch Electro Wizard
Poison
Spear Goblins Minions Witch Electro Wizard
Lightning
Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log

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.

Spear Goblins Arrows 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.

Minions 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Spear Goblins The Log Arrows Minions Electro Wizard Witch P.E.K.K.A

Shortest cycle

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

8 Skeletons Spear Goblins The Log Arrows

Attack Synergies 2 3

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.

Skeletons
Spear Goblins
Arrows
P.E.K.K.A
Minions
P.E.K.K.A
Witch
P.E.K.K.A
P.E.K.K.A
Arrows Electro Wizard Minions Witch The Log
The Log
P.E.K.K.A
Electro Wizard
P.E.K.K.A

Defense Synergies 1 19

Skeletons
Spear Goblins Minions Witch P.E.K.K.A The Log Electro Wizard
Spear Goblins
Skeletons Arrows Minions P.E.K.K.A The Log Electro Wizard
Arrows
Spear Goblins P.E.K.K.A
Minions
Skeletons Spear Goblins P.E.K.K.A The Log Electro Wizard
Witch
Skeletons The Log Electro Wizard
P.E.K.K.A
The Log Skeletons Spear Goblins Arrows Minions Electro Wizard
The Log
P.E.K.K.A Skeletons Spear Goblins Minions Witch Electro Wizard
Electro Wizard
Skeletons Spear Goblins Minions Witch P.E.K.K.A 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.

Spear Goblins Minions The Log Electro Wizard
P.E.K.K.A Skeletons Minions Witch The Log Electro Wizard
Witch P.E.K.K.A Skeletons Minions Electro Wizard
Witch P.E.K.K.A Skeletons Minions Electro Wizard
Arrows P.E.K.K.A The Log
Arrows The Log Skeletons Spear Goblins Minions Electro Wizard
Minions Electro Wizard Spear Goblins Arrows Witch
Arrows P.E.K.K.A The Log Electro Wizard
Witch P.E.K.K.A Skeletons Minions
Skeletons Spear Goblins Electro Wizard
Minions Witch Electro Wizard Skeletons Spear Goblins Arrows The Log
Arrows Minions Spear Goblins Witch Electro Wizard
P.E.K.K.A Skeletons Minions Witch The Log Electro Wizard
Arrows Minions Witch P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A The Log Electro Wizard
Skeletons Arrows Minions Witch P.E.K.K.A Electro Wizard
Arrows Spear Goblins Minions Witch The Log Electro Wizard
Arrows Witch The Log Spear Goblins Minions Electro Wizard
P.E.K.K.A Electro Wizard
Spear Goblins Arrows Minions Witch P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Skeletons Spear Goblins Witch P.E.K.K.A Electro Wizard
Electro Wizard Arrows The Log
P.E.K.K.A Skeletons Spear Goblins Minions Witch The Log Electro Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons Witch
Arrows Skeletons Minions Witch Electro Wizard
P.E.K.K.A Skeletons Spear Goblins Minions Witch Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Skeletons Spear Goblins Minions Witch The Log
Witch P.E.K.K.A Skeletons
P.E.K.K.A Minions Witch
P.E.K.K.A Arrows The Log Electro Wizard
P.E.K.K.A Skeletons Witch
Witch
Witch Electro Wizard Skeletons Spear Goblins Minions P.E.K.K.A The Log
Arrows Minions Witch P.E.K.K.A The Log 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.)

Arrows The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Arrows The Log
Arrows Spear Goblins Minions Witch
Arrows Witch The Log
Arrows The Log
Arrows The Log
Minions Electro Wizard
Arrows The Log Electro Wizard
Arrows
The Log
Arrows Minions
Arrows The Log
Spear Goblins Arrows Witch The Log
Arrows The Log
Arrows
Minions
Arrows The Log Electro Wizard
Arrows Witch The Log
Minions The Log
Arrows
The Log
Arrows The Log
Arrows The Log Witch
Witch
Arrows The Log Witch Electro Wizard
Arrows Witch The Log
Arrows The Log
Arrows Witch Electro Wizard
Electro Wizard Minions Witch
Arrows The Log
Arrows Electro Wizard
P.E.K.K.A
Arrows The Log
Electro Wizard Spear Goblins Minions Witch
Arrows Witch Electro Wizard
Arrows The Log
Electro Wizard
Arrows The Log
Arrows
P.E.K.K.A
Minions Witch The Log Electro Wizard
Witch Electro Wizard
Witch The Log Electro Wizard

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