My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Fire Spirit Bats Archers Goblin Gang 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.

Bats Archers Wizard Giant Skeleton

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.

Goblin Gang Mini P.E.K.K.A

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.

Fire Spirit Goblin Gang Mini P.E.K.K.A Giant Skeleton

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.

Mini P.E.K.K.A Giant Skeleton

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
Bats Archers Goblin Gang Giant Skeleton
Giant Snowball
Fire Spirit Bats Archers Goblin Gang
Zap
Fire Spirit Bats Archers Goblin Gang
Barbarian Barrel
Fire Spirit Archers Goblin Gang Wizard Giant Skeleton
The Log
Fire Spirit Archers Goblin Gang Mini P.E.K.K.A Giant Skeleton
Earthquake
Archers Goblin Gang
Arrows
Fire Spirit Bats Archers Goblin Gang
Royal Delivery
Fire Spirit Bats Archers Goblin Gang Mini P.E.K.K.A Wizard Giant Skeleton
Fireball
Archers Goblin Gang Wizard
Poison
Bats Archers Goblin Gang Wizard
Lightning
Mini P.E.K.K.A Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Bats Mini P.E.K.K.A Giant Skeleton

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.

Fire Spirit Goblin Gang 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Zap Archers Goblin Gang Mini P.E.K.K.A Wizard Giant Skeleton

Shortest cycle

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

8 Fire Spirit Bats Zap Archers

Attack Synergies 1 15

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.

Fire Spirit
Zap Mini P.E.K.K.A Giant Skeleton
Bats
Giant Skeleton Zap Mini P.E.K.K.A
Zap
Fire Spirit Bats Archers Mini P.E.K.K.A Giant Skeleton
Archers
Zap Mini P.E.K.K.A Giant Skeleton
Goblin Gang
Mini P.E.K.K.A Giant Skeleton
Mini P.E.K.K.A
Fire Spirit Bats Zap Archers Goblin Gang Wizard Giant Skeleton
Wizard
Mini P.E.K.K.A Giant Skeleton
Giant Skeleton
Bats Fire Spirit Zap Archers Goblin Gang Mini P.E.K.K.A Wizard

Defense Synergies 1 16

Fire Spirit
Zap Mini P.E.K.K.A Giant Skeleton
Bats
Zap Mini P.E.K.K.A Giant Skeleton
Zap
Mini P.E.K.K.A Fire Spirit Bats Archers Goblin Gang Giant Skeleton
Archers
Zap Goblin Gang Mini P.E.K.K.A Giant Skeleton
Goblin Gang
Zap Archers Mini P.E.K.K.A Giant Skeleton
Mini P.E.K.K.A
Zap Fire Spirit Bats Archers Goblin Gang Wizard
Wizard
Mini P.E.K.K.A Giant Skeleton
Giant Skeleton
Fire Spirit Bats Zap Archers Goblin Gang 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 Wizard
Mini P.E.K.K.A Bats Zap Goblin Gang
Goblin Gang Mini P.E.K.K.A Fire Spirit Bats Archers Giant Skeleton
Mini P.E.K.K.A Bats Goblin Gang
Mini P.E.K.K.A Giant Skeleton
Goblin Gang Fire Spirit Bats Zap Archers
Bats Fire Spirit Zap Archers Goblin Gang Wizard
Zap Giant Skeleton
Mini P.E.K.K.A Goblin Gang
Goblin Gang Fire Spirit Archers Mini P.E.K.K.A Giant Skeleton
Bats Archers Goblin Gang Zap Wizard Giant Skeleton
Bats Zap Archers Goblin Gang Wizard
Mini P.E.K.K.A Fire Spirit Bats Zap Goblin Gang Wizard Giant Skeleton
Fire Spirit Wizard Bats Zap Goblin Gang Mini P.E.K.K.A
Mini P.E.K.K.A Goblin Gang
Zap Goblin Gang Mini P.E.K.K.A
Wizard Bats Goblin Gang Mini P.E.K.K.A
Fire Spirit Bats Zap Archers Goblin Gang Wizard
Zap Wizard Fire Spirit Bats Archers Giant Skeleton
Mini P.E.K.K.A
Goblin Gang Wizard Fire Spirit Bats Archers Mini P.E.K.K.A Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Mini P.E.K.K.A Zap Archers Giant Skeleton
Zap Archers Goblin Gang Mini P.E.K.K.A Wizard
Goblin Gang Giant Skeleton Bats Zap Mini P.E.K.K.A
Goblin Gang Mini P.E.K.K.A Giant Skeleton Bats Zap
Giant Skeleton Goblin Gang Mini P.E.K.K.A
Fire Spirit Wizard Bats Zap Archers Goblin Gang
Goblin Gang Mini P.E.K.K.A Bats Archers Giant Skeleton
Mini P.E.K.K.A Giant Skeleton
Zap Giant Skeleton Bats Mini P.E.K.K.A
Goblin Gang
Bats Mini P.E.K.K.A Giant Skeleton
Zap Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Goblin Gang Wizard
Wizard Archers
Goblin Gang Bats Zap Archers Mini P.E.K.K.A Giant Skeleton
Bats Zap Archers Mini P.E.K.K.A Wizard Giant Skeleton

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.)

Giant Skeleton
Zap
Giant Skeleton
Giant Skeleton
Wizard Fire Spirit Zap
Wizard Fire Spirit Bats Zap
Fire Spirit Archers Wizard
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Bats Goblin Gang Mini P.E.K.K.A
Zap Wizard
Fire Spirit Zap Archers Wizard
Fire Spirit
Zap
Zap Wizard
Wizard
Bats Mini P.E.K.K.A
Fire Spirit Zap Archers Mini P.E.K.K.A Wizard
Fire Spirit Zap Wizard
Giant Skeleton
Wizard
Zap
Zap Fire Spirit Wizard
Zap Wizard
Zap Wizard
Zap
Fire Spirit Bats Zap Archers Wizard
Zap Bats Wizard
Mini P.E.K.K.A
Zap Wizard
Zap
Giant Skeleton
Wizard
Zap Fire Spirit Bats Archers Goblin Gang
Fire Spirit Zap Archers Wizard
Goblin Gang Mini P.E.K.K.A Wizard
Zap Wizard
Zap Giant Skeleton
Zap Bats Goblin Gang Giant Skeleton
Bats Zap
Zap Giant Skeleton

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