My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Missing cards in your collection

Little Prince

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Witch

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 Witch Balloon P.E.K.K.A Golem Sparky

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Balloon Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Freeze

Punishments

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

Elite Barbarians Balloon

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.

Elite Barbarians Balloon P.E.K.K.A Golem

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 Balloon Golem

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze Sparky

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.

Freeze P.E.K.K.A Golem Sparky

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 Witch

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.

Freeze Wizard Witch Balloon Elite Barbarians Sparky P.E.K.K.A Golem

Shortest cycle

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

19 Freeze Wizard Witch Balloon

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
Wizard Sparky
Wizard
Elite Barbarians Balloon P.E.K.K.A Golem Sparky
Freeze
Balloon
Witch
P.E.K.K.A Golem
Balloon
Freeze Wizard Golem Sparky
P.E.K.K.A
Wizard Witch
Golem
Wizard Witch Balloon Sparky
Sparky
Elite Barbarians Wizard Balloon Golem

Defense Synergies 0 4

Elite Barbarians
Wizard
Wizard
Elite Barbarians Freeze P.E.K.K.A
Freeze
Wizard Sparky
Witch
Balloon
P.E.K.K.A
Wizard
Golem
Sparky
Freeze

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 Sparky
Elite Barbarians P.E.K.K.A Sparky Witch
Witch P.E.K.K.A Sparky Elite Barbarians Freeze
Elite Barbarians Witch P.E.K.K.A Sparky
Elite Barbarians P.E.K.K.A Sparky
Freeze
Wizard Freeze Witch
P.E.K.K.A Sparky
Witch P.E.K.K.A Sparky Elite Barbarians
Elite Barbarians Sparky
Witch Wizard Freeze
Wizard Witch
P.E.K.K.A Sparky Elite Barbarians Wizard Freeze Witch
Wizard Sparky Freeze Witch P.E.K.K.A
Elite Barbarians P.E.K.K.A Sparky
Elite Barbarians Freeze P.E.K.K.A Sparky
Wizard Sparky Elite Barbarians Witch P.E.K.K.A
Elite Barbarians Wizard Witch
Wizard Freeze Witch
P.E.K.K.A Sparky Elite Barbarians
Wizard Elite Barbarians Witch P.E.K.K.A Sparky

Counters to secondary win conditions

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

Elite Barbarians Witch P.E.K.K.A Sparky
Elite Barbarians Wizard
P.E.K.K.A Elite Barbarians Witch Sparky
P.E.K.K.A Elite Barbarians Sparky
P.E.K.K.A Elite Barbarians Witch Sparky
Wizard Freeze Witch
P.E.K.K.A Sparky Elite Barbarians Witch
P.E.K.K.A Elite Barbarians Sparky
Freeze P.E.K.K.A Elite Barbarians Witch Sparky
Witch P.E.K.K.A Sparky
P.E.K.K.A Elite Barbarians Witch Sparky
P.E.K.K.A Elite Barbarians
Elite Barbarians P.E.K.K.A Wizard Witch Sparky
Wizard Witch Sparky
Elite Barbarians Witch Sparky Freeze P.E.K.K.A
Elite Barbarians Wizard Freeze Witch P.E.K.K.A Sparky

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.)

Freeze Sparky
Sparky
Freeze Sparky
Wizard Sparky
Wizard Freeze Witch
Wizard Witch Sparky
Wizard Freeze
Wizard
Elite Barbarians Sparky
Wizard Sparky
Wizard
Elite Barbarians Sparky
Freeze
Elite Barbarians Sparky
Wizard Witch Sparky
Wizard Sparky
Freeze Sparky
Sparky
Wizard Sparky
Wizard Witch
Sparky
Wizard
Sparky
Freeze Wizard Witch Sparky
Witch
Wizard Witch Sparky
Wizard Witch Sparky
Sparky
Elite Barbarians Wizard Witch Sparky
Wizard Freeze Witch
Elite Barbarians Sparky
Wizard Sparky
Freeze Sparky
P.E.K.K.A Sparky
Wizard Sparky
Freeze Witch
Wizard Witch
Freeze
Wizard Sparky
Wizard
Sparky
Elite Barbarians P.E.K.K.A Sparky
Elite Barbarians Freeze Witch Sparky
Witch
Freeze Witch Sparky

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