My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Mother Witch Mighty Miner Monk

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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Wizard Executioner

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 Firecracker Wizard Executioner P.E.K.K.A Royal Ghost

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.

Mini P.E.K.K.A Royal Ghost

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 Mini P.E.K.K.A P.E.K.K.A Royal Ghost

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.

Firecracker Mini P.E.K.K.A Royal Ghost

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
Giant Snowball
Zap
Firecracker
Barbarian Barrel
Knight Firecracker Wizard Executioner Royal Ghost
The Log
Firecracker Mini P.E.K.K.A
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Knight Firecracker Mini P.E.K.K.A Wizard Executioner P.E.K.K.A Royal Ghost
Fireball
Firecracker Wizard Executioner
Poison
Firecracker Wizard Executioner
Lightning
Knight Mini P.E.K.K.A Wizard Executioner
Rocket
Wizard Executioner

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Wizard Executioner Royal Ghost

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 Mini P.E.K.K.A Executioner P.E.K.K.A Royal Ghost

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Firecracker Royal Ghost Mini P.E.K.K.A Wizard Executioner P.E.K.K.A

Shortest cycle

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

11 Zap Knight Firecracker Royal Ghost

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.

Zap
Firecracker P.E.K.K.A Knight Mini P.E.K.K.A Executioner Royal Ghost
Knight
Firecracker Executioner Zap Wizard
Firecracker
Zap Knight Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Zap Firecracker Wizard
Wizard
Knight Mini P.E.K.K.A P.E.K.K.A Royal Ghost
Executioner
Knight Zap P.E.K.K.A
P.E.K.K.A
Zap Firecracker Wizard Executioner
Royal Ghost
Zap Wizard

Defense Synergies 3 14

Zap
Mini P.E.K.K.A Knight Firecracker Executioner P.E.K.K.A Royal Ghost
Knight
Firecracker Executioner Zap Mini P.E.K.K.A Wizard
Firecracker
Knight Zap Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Zap Knight Firecracker Wizard Executioner Royal Ghost
Wizard
Knight Mini P.E.K.K.A P.E.K.K.A Royal Ghost
Executioner
Knight Zap Mini P.E.K.K.A
P.E.K.K.A
Zap Firecracker Wizard
Royal Ghost
Zap Mini P.E.K.K.A Wizard

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 Knight Firecracker Wizard Executioner
Mini P.E.K.K.A P.E.K.K.A Zap Knight Firecracker Executioner
Mini P.E.K.K.A P.E.K.K.A Knight Executioner
Mini P.E.K.K.A P.E.K.K.A Knight Firecracker
Firecracker Mini P.E.K.K.A P.E.K.K.A
Zap Firecracker Executioner Royal Ghost
Zap Firecracker Wizard Executioner
Zap P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Knight Firecracker Mini P.E.K.K.A Royal Ghost
Executioner Zap Knight Firecracker Wizard Royal Ghost
Executioner Zap Firecracker Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Knight Wizard
Wizard Executioner Zap Firecracker Mini P.E.K.K.A P.E.K.K.A Royal Ghost
Mini P.E.K.K.A P.E.K.K.A Knight
Zap Mini P.E.K.K.A P.E.K.K.A
Wizard Knight Firecracker Mini P.E.K.K.A Executioner P.E.K.K.A
Zap Knight Firecracker Wizard Executioner Royal Ghost
Zap Wizard Executioner Knight Firecracker Royal Ghost
Mini P.E.K.K.A P.E.K.K.A
Wizard Royal Ghost Knight Firecracker Mini P.E.K.K.A Executioner P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Zap P.E.K.K.A Royal Ghost
Zap Knight Firecracker Mini P.E.K.K.A Wizard Executioner Royal Ghost
P.E.K.K.A Zap Knight Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Zap Knight
P.E.K.K.A Knight Mini P.E.K.K.A Executioner
Firecracker Wizard Executioner Zap
Mini P.E.K.K.A P.E.K.K.A Knight
Mini P.E.K.K.A P.E.K.K.A Knight
Zap P.E.K.K.A Knight Firecracker Mini P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Knight Mini P.E.K.K.A
P.E.K.K.A Zap
Mini P.E.K.K.A P.E.K.K.A Knight Wizard Executioner
Wizard Firecracker Executioner
Zap Knight Firecracker Mini P.E.K.K.A Executioner P.E.K.K.A
Executioner Zap Firecracker Mini P.E.K.K.A Wizard P.E.K.K.A Royal Ghost

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 Firecracker Royal Ghost
Firecracker Zap Executioner Royal Ghost
Knight Firecracker
Wizard Executioner Zap Firecracker
Firecracker Wizard Executioner Zap
Firecracker Wizard Executioner
Zap Firecracker Wizard Executioner
Zap Firecracker Wizard
Mini P.E.K.K.A
Firecracker Zap Knight Wizard
Zap Firecracker Wizard Executioner
Knight Firecracker Executioner
Firecracker
Zap Firecracker
Zap Firecracker Wizard Executioner
Firecracker Wizard Executioner
Mini P.E.K.K.A
Zap Firecracker Mini P.E.K.K.A Wizard Executioner
Zap Firecracker Wizard
Wizard
Zap
Zap Firecracker Wizard Executioner
Firecracker Zap Wizard Executioner Royal Ghost
Zap Wizard
Zap Firecracker
Zap Firecracker Wizard Executioner
Zap Firecracker Wizard
Mini P.E.K.K.A
Zap Wizard
Zap Firecracker
P.E.K.K.A
Firecracker Wizard
Zap
Zap Firecracker Wizard Executioner
Knight Firecracker Mini P.E.K.K.A Wizard Executioner
Zap Firecracker Wizard Executioner
Zap
Firecracker Executioner P.E.K.K.A
Zap Firecracker
Firecracker Zap Executioner
Zap Firecracker Executioner Royal Ghost

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