My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
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.

Dart Goblin Baby Dragon 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.

Knight Baby Dragon Balloon 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.

Balloon

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.

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.

Knight Dart Goblin Baby Dragon Balloon 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.

Balloon 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
Guards Balloon
Giant Snowball
Dart Goblin Guards Baby Dragon Balloon
Zap
Dart Goblin Guards Balloon
Barbarian Barrel
Knight Dart Goblin Guards Electro Wizard
The Log
Dart Goblin Guards
Earthquake
Guards
Arrows
Dart Goblin Guards
Royal Delivery
Knight Dart Goblin Guards Baby Dragon Balloon P.E.K.K.A Electro Wizard
Fireball
Dart Goblin Baby Dragon Balloon Electro Wizard
Poison
Dart Goblin Guards Balloon Electro Wizard
Lightning
Knight Baby Dragon Balloon Electro Wizard
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Freeze

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 Guards Baby Dragon Freeze 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.

Dart Goblin 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Dart Goblin Guards Baby Dragon Freeze Electro Wizard Balloon P.E.K.K.A

Shortest cycle

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

13 Knight Dart Goblin Guards Baby Dragon

Attack Synergies 5 8

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
Dart Goblin Baby Dragon Balloon Electro Wizard
Dart Goblin
Knight Baby Dragon Balloon P.E.K.K.A
Guards
Baby Dragon
Knight Dart Goblin Balloon P.E.K.K.A Electro Wizard
Freeze
Balloon
Balloon
Knight Freeze Dart Goblin Baby Dragon Electro Wizard
P.E.K.K.A
Electro Wizard Dart Goblin Baby Dragon
Electro Wizard
P.E.K.K.A Knight Baby Dragon Balloon

Defense Synergies 2 10

Knight
Dart Goblin Electro Wizard Baby Dragon
Dart Goblin
Knight Guards Baby Dragon P.E.K.K.A Electro Wizard
Guards
Dart Goblin Baby Dragon Electro Wizard
Baby Dragon
Knight Dart Goblin Guards P.E.K.K.A
Freeze
Electro Wizard
Balloon
P.E.K.K.A
Dart Goblin Baby Dragon Electro Wizard
Electro Wizard
Knight Dart Goblin Guards Freeze P.E.K.K.A

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 Dart Goblin Baby Dragon Electro Wizard
P.E.K.K.A Knight Dart Goblin Electro Wizard
P.E.K.K.A Knight Dart Goblin Freeze Electro Wizard
P.E.K.K.A Knight Dart Goblin Guards Electro Wizard
P.E.K.K.A
Freeze Dart Goblin Guards Baby Dragon Electro Wizard
Dart Goblin Electro Wizard Baby Dragon Freeze
Dart Goblin Baby Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A
Knight Guards Dart Goblin Electro Wizard
Dart Goblin Guards Electro Wizard Knight Baby Dragon Freeze
Dart Goblin Baby Dragon Electro Wizard
P.E.K.K.A Knight Guards Freeze Electro Wizard
Dart Goblin Guards Baby Dragon Freeze P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
Freeze P.E.K.K.A Electro Wizard
Knight P.E.K.K.A Electro Wizard
Knight Dart Goblin Guards Baby Dragon Electro Wizard
Baby Dragon Freeze Knight Dart Goblin Guards Electro Wizard
P.E.K.K.A Dart Goblin Electro Wizard
Knight Dart Goblin Guards Baby Dragon P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Knight Guards P.E.K.K.A Electro Wizard
Electro Wizard Knight Baby Dragon
Guards P.E.K.K.A Knight Electro Wizard
Guards P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Guards
Dart Goblin Baby Dragon Freeze Electro Wizard
Guards P.E.K.K.A Knight Dart Goblin Electro Wizard
P.E.K.K.A Knight
Freeze P.E.K.K.A Electro Wizard Knight Baby Dragon
P.E.K.K.A Dart Goblin Guards
P.E.K.K.A Knight Dart Goblin Guards
P.E.K.K.A Guards Electro Wizard
P.E.K.K.A Knight Guards
Dart Goblin Baby Dragon
Guards Electro Wizard Knight Dart Goblin Baby Dragon Freeze P.E.K.K.A
Dart Goblin Baby Dragon Freeze 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.)

Knight Dart Goblin Guards Baby Dragon Freeze
Dart Goblin Baby Dragon Electro Wizard
Dart Goblin Baby Dragon
Knight Dart Goblin Guards Freeze
Baby Dragon
Dart Goblin Baby Dragon Freeze
Dart Goblin Baby Dragon
Dart Goblin Baby Dragon Freeze
Dart Goblin
Guards Electro Wizard
Knight Dart Goblin Electro Wizard
Dart Goblin Baby Dragon
Knight Dart Goblin Baby Dragon
Dart Goblin Baby Dragon Freeze
Dart Goblin Baby Dragon
Dart Goblin Baby Dragon
Dart Goblin Baby Dragon
Freeze
Dart Goblin Baby Dragon Electro Wizard
Dart Goblin Baby Dragon
Baby Dragon
Baby Dragon
Freeze Baby Dragon
Dart Goblin Baby Dragon Electro Wizard
Baby Dragon
Dart Goblin Baby Dragon
Dart Goblin Baby Dragon Electro Wizard
Electro Wizard Dart Goblin Guards Freeze
Dart Goblin
Freeze Electro Wizard
P.E.K.K.A
Electro Wizard Dart Goblin Guards Freeze
Dart Goblin Baby Dragon Electro Wizard
Freeze
Knight Dart Goblin Baby Dragon Electro Wizard
Dart Goblin Baby Dragon
Dart Goblin P.E.K.K.A
Dart Goblin Guards Baby Dragon Freeze Electro Wizard
Dart Goblin Electro Wizard
Dart Goblin Baby Dragon Freeze Electro Wizard

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