My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 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.

Bats Witch Electro Wizard Inferno Dragon

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 Witch Electro Wizard Inferno Dragon Mega Knight

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.

Rage The Log

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 Mega Knight

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 Mega Knight

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 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
Bats Inferno Dragon
Giant Snowball
Bats Witch Inferno Dragon
Zap
Bats Witch Inferno Dragon
Barbarian Barrel
Witch Electro Wizard
The Log
Mini P.E.K.K.A Witch
Earthquake
Witch
Arrows
Bats Witch
Royal Delivery
Bats Mini P.E.K.K.A Witch Electro Wizard Inferno Dragon
Fireball
Witch Electro Wizard Inferno Dragon
Poison
Bats Witch Electro Wizard
Lightning
Mini P.E.K.K.A Witch Electro Wizard Inferno Dragon
Rocket
Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

The Log Mega Knight

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.

Bats Mini P.E.K.K.A Rage Inferno Dragon Mega Knight

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.

Witch 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.

Bats Rage The Log Mini P.E.K.K.A Electro Wizard Inferno Dragon Witch Mega Knight

Shortest cycle

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

10 Bats Rage The Log Mini P.E.K.K.A

Attack Synergies 3 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.

Bats
Mega Knight Mini P.E.K.K.A Rage Inferno Dragon
Mini P.E.K.K.A
Bats Rage The Log Electro Wizard Mega Knight
Rage
Witch Bats Mini P.E.K.K.A Electro Wizard
Witch
Rage Mega Knight
The Log
Mini P.E.K.K.A Mega Knight
Electro Wizard
Mini P.E.K.K.A Rage Mega Knight
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Mini P.E.K.K.A Witch The Log Electro Wizard

Defense Synergies 2 15

Bats
Mini P.E.K.K.A The Log Electro Wizard Inferno Dragon Mega Knight
Mini P.E.K.K.A
The Log Electro Wizard Bats Witch
Rage
Witch
Mini P.E.K.K.A The Log Electro Wizard Mega Knight
The Log
Mini P.E.K.K.A Bats Witch Electro Wizard Inferno Dragon Mega Knight
Electro Wizard
Mini P.E.K.K.A Bats Witch The Log Inferno Dragon Mega Knight
Inferno Dragon
Bats The Log Electro Wizard Mega Knight
Mega Knight
Bats Witch The Log Electro Wizard Inferno Dragon

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.

The Log Electro Wizard
Mini P.E.K.K.A Inferno Dragon Bats Witch The Log Electro Wizard Mega Knight
Mini P.E.K.K.A Witch Mega Knight Bats Electro Wizard Inferno Dragon
Mini P.E.K.K.A Witch Inferno Dragon Bats Electro Wizard Mega Knight
Mini P.E.K.K.A The Log Mega Knight
The Log Bats Electro Wizard Mega Knight
Bats Electro Wizard Inferno Dragon Witch
The Log Electro Wizard Mega Knight
Mini P.E.K.K.A Witch Inferno Dragon
Mini P.E.K.K.A Electro Wizard Mega Knight
Bats Witch Electro Wizard The Log Mega Knight
Inferno Dragon Bats Witch Electro Wizard
Mini P.E.K.K.A Mega Knight Bats Witch The Log Electro Wizard
Mega Knight Bats Mini P.E.K.K.A Witch The Log Electro Wizard
Mini P.E.K.K.A Inferno Dragon Electro Wizard Mega Knight
Mini P.E.K.K.A The Log Electro Wizard Inferno Dragon Mega Knight
Mega Knight Bats Mini P.E.K.K.A Witch Electro Wizard
Mega Knight Bats Witch The Log Electro Wizard
Witch The Log Bats Electro Wizard Inferno Dragon Mega Knight
Mini P.E.K.K.A Electro Wizard Inferno Dragon
Mega Knight Bats Mini P.E.K.K.A Witch The Log 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 Mega Knight Witch Electro Wizard
Electro Wizard Mini P.E.K.K.A The Log Inferno Dragon Mega Knight
Mega Knight Bats Mini P.E.K.K.A Witch The Log Electro Wizard
Mini P.E.K.K.A Mega Knight Bats The Log Electro Wizard
Mini P.E.K.K.A Witch Inferno Dragon Mega Knight
Bats Witch Electro Wizard
Mini P.E.K.K.A Bats Witch Electro Wizard
Mini P.E.K.K.A Mega Knight Inferno Dragon
Electro Wizard Mega Knight Bats Mini P.E.K.K.A Witch The Log Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Mega Knight Bats Mini P.E.K.K.A Witch
Mega Knight The Log Electro Wizard
Mini P.E.K.K.A Mega Knight Witch
Witch Mega Knight
Witch Electro Wizard Bats Mini P.E.K.K.A The Log Inferno Dragon
Bats Mega Knight Mini P.E.K.K.A Witch The Log Electro Wizard Inferno Dragon

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.)

The Log
The Log Electro Wizard
The Log
The Log
The Log Mega Knight
Bats Witch
Witch The Log
The Log
The Log
Bats Mini P.E.K.K.A Electro Wizard
The Log Electro Wizard
The Log
The Log
Witch The Log
The Log Mega Knight
Bats Mini P.E.K.K.A
Mini P.E.K.K.A The Log Electro Wizard Mega Knight
Witch The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Witch Mega Knight
Witch Inferno Dragon
The Log Witch Electro Wizard
Witch The Log Mega Knight
The Log
Bats Witch Electro Wizard
Electro Wizard Bats Witch
Mini P.E.K.K.A
The Log Mega Knight
Electro Wizard
Mega Knight
The Log
Electro Wizard Bats Witch
Witch Electro Wizard
The Log
Mini P.E.K.K.A Electro Wizard Mega Knight
The Log
Mega Knight
Bats Witch The Log Electro Wizard
Bats Witch Electro Wizard
Witch The Log Electro Wizard Mega Knight

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