My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 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!

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 Magic Archer Ram Rider

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 Bandit Electro Wizard Magic Archer Ram Rider

Offensive cards

Win conditions

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

Battle Ram Ram Rider

Damage spells

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

Missing

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 Battle Ram Bandit Ram Rider

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.

Mini P.E.K.K.A Battle Ram P.E.K.K.A Bandit Magic Archer Ram Rider

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 Bandit Electro Wizard Magic Archer Ram Rider

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Magic Archer

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.

Mini P.E.K.K.A Battle Ram 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.

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.

Firecracker Bandit Mini P.E.K.K.A Battle Ram Electro Wizard Magic Archer Ram Rider P.E.K.K.A

Shortest cycle

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

14 Firecracker Bandit Mini P.E.K.K.A Battle Ram

Attack Synergies 5 16

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.

Firecracker
Mini P.E.K.K.A Battle Ram P.E.K.K.A Bandit Ram Rider
Mini P.E.K.K.A
Firecracker Electro Wizard Magic Archer Ram Rider
Battle Ram
Bandit Magic Archer Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A
Electro Wizard Magic Archer Firecracker Battle Ram Ram Rider
Bandit
Battle Ram Firecracker Electro Wizard Magic Archer Ram Rider
Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Battle Ram Bandit Magic Archer Ram Rider
Magic Archer
Battle Ram P.E.K.K.A Ram Rider Mini P.E.K.K.A Bandit Electro Wizard
Ram Rider
Magic Archer Firecracker Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard

Defense Synergies 1 13

Firecracker
Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard
Mini P.E.K.K.A
Electro Wizard Firecracker Magic Archer Ram Rider
Battle Ram
P.E.K.K.A
Firecracker Electro Wizard
Bandit
Firecracker Electro Wizard Magic Archer Ram Rider
Electro Wizard
Mini P.E.K.K.A Firecracker P.E.K.K.A Bandit Magic Archer Ram Rider
Magic Archer
Mini P.E.K.K.A Bandit Electro Wizard Ram Rider
Ram Rider
Mini P.E.K.K.A Bandit Electro Wizard Magic Archer

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 Electro Wizard Magic Archer Ram Rider
Mini P.E.K.K.A P.E.K.K.A Firecracker Bandit Electro Wizard Ram Rider
Mini P.E.K.K.A P.E.K.K.A Ram Rider Bandit Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Firecracker Bandit Electro Wizard Ram Rider
Firecracker Mini P.E.K.K.A P.E.K.K.A
Firecracker Bandit Electro Wizard Magic Archer
Electro Wizard Ram Rider Firecracker Magic Archer
P.E.K.K.A Bandit Electro Wizard Magic Archer Ram Rider
Mini P.E.K.K.A P.E.K.K.A
Firecracker Mini P.E.K.K.A Bandit Electro Wizard
Electro Wizard Firecracker Bandit Magic Archer Ram Rider
Firecracker Electro Wizard Magic Archer Ram Rider
Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard Ram Rider
Firecracker Mini P.E.K.K.A P.E.K.K.A Electro Wizard Magic Archer
Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard Ram Rider
Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard Ram Rider
Firecracker Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Firecracker Bandit Electro Wizard Magic Archer Ram Rider
Firecracker Bandit Electro Wizard Magic Archer Ram Rider
Mini P.E.K.K.A P.E.K.K.A Electro Wizard Ram Rider
Firecracker Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Firecracker Mini P.E.K.K.A Magic Archer
P.E.K.K.A Bandit Mini P.E.K.K.A Electro Wizard Ram Rider
Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard Ram Rider
P.E.K.K.A Mini P.E.K.K.A Bandit Ram Rider
Firecracker Electro Wizard Magic Archer Ram Rider
Mini P.E.K.K.A P.E.K.K.A Bandit Electro Wizard Ram Rider
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Electro Wizard Firecracker Mini P.E.K.K.A Bandit Magic Archer
P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bandit Ram Rider
Firecracker Magic Archer
Electro Wizard Firecracker Mini P.E.K.K.A P.E.K.K.A Magic Archer
Firecracker Mini P.E.K.K.A P.E.K.K.A Electro Wizard Magic Archer

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.)

Magic Archer Firecracker Bandit
Firecracker Bandit Electro Wizard Magic Archer Ram Rider
Bandit Magic Archer
Firecracker
Firecracker Magic Archer
Firecracker Magic Archer Ram Rider
Firecracker Magic Archer
Firecracker Magic Archer Ram Rider
Firecracker Bandit Ram Rider
Mini P.E.K.K.A Electro Wizard
Firecracker Bandit Electro Wizard Magic Archer Ram Rider
Firecracker Magic Archer
Firecracker Bandit Magic Archer
Firecracker Bandit Magic Archer
Firecracker Magic Archer
Firecracker Bandit Magic Archer
Magic Archer Firecracker Bandit
Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A Bandit Electro Wizard Magic Archer
Firecracker Magic Archer
Magic Archer
Firecracker Magic Archer
Firecracker Bandit Electro Wizard Magic Archer Ram Rider
Bandit Magic Archer Ram Rider
Firecracker Bandit Magic Archer
Firecracker Electro Wizard Magic Archer
Electro Wizard Firecracker
Mini P.E.K.K.A
Bandit Magic Archer
Firecracker Electro Wizard Magic Archer
P.E.K.K.A
Firecracker Magic Archer
Electro Wizard Bandit Magic Archer
Firecracker Electro Wizard Magic Archer Ram Rider
Firecracker Mini P.E.K.K.A Electro Wizard Magic Archer
Firecracker Magic Archer
Firecracker P.E.K.K.A
Firecracker Electro Wizard Magic Archer
Firecracker Electro Wizard Magic Archer
Firecracker Bandit Electro Wizard Magic Archer

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