My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker 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.

Firecracker Battle Ram P.E.K.K.A Royal Ghost Bandit Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows The Log

Punishments

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

Battle Ram Royal Ghost Bandit

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.

Battle Ram P.E.K.K.A Royal Ghost Bandit

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 Royal Ghost Bandit 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
Battle Ram Bandit
Giant Snowball
Battle Ram
Zap
Firecracker Battle Ram Bandit
Barbarian Barrel
Firecracker Battle Ram Royal Ghost Bandit Electro Wizard
The Log
Firecracker Battle Ram Bandit
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Battle Ram P.E.K.K.A Royal Ghost Bandit Electro Wizard
Fireball
Firecracker Battle Ram Bandit Electro Wizard
Poison
Firecracker Electro Wizard
Lightning
Battle Ram Bandit Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker The Log 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.

Arrows Battle Ram 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.

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.

The Log Arrows Firecracker Royal Ghost Bandit Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

11 The Log Arrows Firecracker Royal Ghost

Attack Synergies 4 13

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.

Arrows
P.E.K.K.A Battle Ram Bandit
Firecracker
Battle Ram P.E.K.K.A Bandit
Battle Ram
The Log Bandit Arrows Firecracker P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Firecracker Battle Ram The Log
The Log
Battle Ram P.E.K.K.A Bandit
Royal Ghost
Battle Ram Bandit Electro Wizard
Bandit
Battle Ram Arrows Firecracker The Log Royal Ghost Electro Wizard
Electro Wizard
P.E.K.K.A Battle Ram Royal Ghost Bandit

Defense Synergies 2 11

Arrows
P.E.K.K.A Bandit
Firecracker
The Log P.E.K.K.A Bandit Electro Wizard
Battle Ram
P.E.K.K.A
The Log Arrows Firecracker Electro Wizard
The Log
Firecracker P.E.K.K.A Royal Ghost Bandit Electro Wizard
Royal Ghost
The Log Electro Wizard
Bandit
Arrows Firecracker The Log Electro Wizard
Electro Wizard
Firecracker P.E.K.K.A The Log Royal Ghost Bandit

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.

Firecracker The Log Electro Wizard
P.E.K.K.A Firecracker The Log Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Firecracker Bandit Electro Wizard
Arrows Firecracker P.E.K.K.A The Log
Arrows The Log Firecracker Royal Ghost Bandit Electro Wizard
Electro Wizard Arrows Firecracker
Arrows P.E.K.K.A The Log Bandit Electro Wizard
P.E.K.K.A
Firecracker Royal Ghost Bandit Electro Wizard
Electro Wizard Arrows Firecracker The Log Royal Ghost Bandit
Arrows Firecracker Electro Wizard
P.E.K.K.A The Log Bandit Electro Wizard
Arrows Firecracker P.E.K.K.A The Log Royal Ghost Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A The Log Bandit Electro Wizard
Arrows Firecracker P.E.K.K.A Electro Wizard
Arrows Firecracker The Log Royal Ghost Bandit Electro Wizard
Arrows The Log Firecracker Royal Ghost Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Royal Ghost Arrows Firecracker P.E.K.K.A The Log Bandit Electro Wizard

Counters to secondary win conditions

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

P.E.K.K.A Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Arrows Firecracker The Log Royal Ghost
P.E.K.K.A Bandit The Log Electro Wizard
P.E.K.K.A The Log Bandit Electro Wizard
P.E.K.K.A Bandit
Arrows Firecracker Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Firecracker The Log Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows The Log Electro Wizard
P.E.K.K.A Bandit
Firecracker
Electro Wizard Firecracker P.E.K.K.A The Log
Arrows Firecracker P.E.K.K.A The Log Royal Ghost 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 Firecracker The Log Royal Ghost Bandit
Arrows Firecracker The Log Royal Ghost Bandit Electro Wizard
Arrows The Log Bandit
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows The Log Firecracker
Arrows The Log Firecracker Bandit
Electro Wizard
Firecracker Arrows The Log Bandit Electro Wizard
Arrows Firecracker
Firecracker The Log Bandit
Arrows Firecracker Bandit
Arrows Firecracker The Log
Arrows Firecracker The Log Bandit
Arrows Firecracker The Log Bandit
Arrows
Arrows Firecracker The Log Bandit Electro Wizard
Arrows Firecracker The Log
The Log
Arrows
The Log
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker The Log Royal Ghost Bandit Electro Wizard
Arrows The Log Bandit
Arrows Firecracker The Log Bandit
Arrows Firecracker Electro Wizard
Electro Wizard Firecracker
Arrows The Log Bandit
Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker The Log
Electro Wizard Bandit
Arrows Firecracker Electro Wizard
Arrows The Log
Firecracker Electro Wizard
Arrows The Log Firecracker
Arrows
Firecracker P.E.K.K.A
Firecracker The Log Electro Wizard
Firecracker Electro Wizard
Firecracker The Log Royal Ghost Bandit Electro Wizard

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