My Best Clash Royale Deck

Deck Check Rating

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

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 Archers Ice Golem

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.

Archers Knight Ice Golem Sparky

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 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

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 Knight Ice Golem Mini P.E.K.K.A

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

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
Archers Sparky
Giant Snowball
Fire Spirit Archers
Zap
Fire Spirit Archers Sparky
Barbarian Barrel
Fire Spirit Archers Knight Sparky
The Log
Fire Spirit Archers Mini P.E.K.K.A Sparky
Earthquake
Archers
Arrows
Fire Spirit Archers
Royal Delivery
Fire Spirit Archers Knight Mini P.E.K.K.A Sparky
Fireball
Archers Sparky
Poison
Archers Sparky
Lightning
Knight Ice Golem Mini P.E.K.K.A Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Ice Golem The Log Sparky

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 Knight Ice Golem Mini P.E.K.K.A Sparky

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 Ice Golem

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.

Fire Spirit Zap Ice Golem The Log Archers Knight Mini P.E.K.K.A Sparky

Shortest cycle

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

7 Fire Spirit Zap Ice Golem The Log

Attack Synergies 4 17

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 Knight Ice Golem Mini P.E.K.K.A Sparky
Zap
Sparky Fire Spirit Archers Knight Ice Golem Mini P.E.K.K.A The Log
Archers
Knight Ice Golem Zap Mini P.E.K.K.A
Knight
Archers Fire Spirit Zap The Log Sparky
Ice Golem
Archers Fire Spirit Zap Mini P.E.K.K.A Sparky
Mini P.E.K.K.A
Sparky Fire Spirit Zap Archers Ice Golem The Log
The Log
Zap Knight Mini P.E.K.K.A Sparky
Sparky
Zap Mini P.E.K.K.A Fire Spirit Knight Ice Golem The Log

Defense Synergies 5 19

Fire Spirit
Knight Zap Ice Golem Mini P.E.K.K.A The Log Sparky
Zap
Mini P.E.K.K.A Fire Spirit Archers Knight Ice Golem The Log Sparky
Archers
Knight Ice Golem Zap Mini P.E.K.K.A The Log
Knight
Fire Spirit Archers Zap Mini P.E.K.K.A The Log Sparky
Ice Golem
Archers Fire Spirit Zap Mini P.E.K.K.A The Log Sparky
Mini P.E.K.K.A
Zap The Log Fire Spirit Archers Knight Ice Golem
The Log
Mini P.E.K.K.A Fire Spirit Zap Archers Knight Ice Golem Sparky
Sparky
Fire Spirit Zap Knight Ice Golem The Log

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 Ice Golem The Log Sparky
Mini P.E.K.K.A Sparky Zap Knight The Log
Mini P.E.K.K.A Sparky Fire Spirit Archers Knight
Mini P.E.K.K.A Sparky Knight
Mini P.E.K.K.A The Log Sparky
The Log Fire Spirit Zap Archers
Fire Spirit Zap Archers
Zap Ice Golem The Log Sparky
Mini P.E.K.K.A Sparky
Knight Fire Spirit Archers Ice Golem Mini P.E.K.K.A Sparky
Archers Zap Knight Ice Golem The Log
Zap Archers
Mini P.E.K.K.A Sparky Fire Spirit Zap Knight The Log
Fire Spirit Sparky Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A Sparky Knight
Zap Mini P.E.K.K.A The Log Sparky
Sparky Knight Mini P.E.K.K.A
Fire Spirit Zap Archers Knight The Log
Zap The Log Fire Spirit Archers Knight Ice Golem
Mini P.E.K.K.A Sparky
Fire Spirit Archers Knight Mini P.E.K.K.A The Log Sparky

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 Archers Ice Golem Sparky
Zap Archers Knight Ice Golem Mini P.E.K.K.A The Log
Zap Knight Ice Golem Mini P.E.K.K.A The Log Sparky
Mini P.E.K.K.A Zap Knight Ice Golem The Log Sparky
Knight Mini P.E.K.K.A Sparky
Fire Spirit Zap Archers Ice Golem
Mini P.E.K.K.A Sparky Archers Knight Ice Golem
Mini P.E.K.K.A Knight Sparky
Zap Knight Ice Golem Mini P.E.K.K.A The Log Sparky
Sparky
Knight Mini P.E.K.K.A Sparky
Zap The Log
Mini P.E.K.K.A Knight Ice Golem Sparky
Archers Sparky
Sparky Zap Archers Knight Ice Golem Mini P.E.K.K.A The Log
Zap Archers Ice Golem Mini P.E.K.K.A The Log Sparky

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 Ice Golem The Log Sparky
Zap The Log
The Log Sparky
Knight Ice Golem The Log Sparky
Fire Spirit Zap The Log Sparky
Fire Spirit Zap Ice Golem
Fire Spirit Archers The Log Sparky
The Log Fire Spirit Zap Ice Golem
The Log Zap
Fire Spirit Mini P.E.K.K.A Sparky
Zap Knight The Log Sparky
Fire Spirit Zap Archers
Fire Spirit Knight Ice Golem The Log Sparky
Zap Ice Golem The Log Sparky
Zap The Log Sparky
The Log Sparky
Sparky
Mini P.E.K.K.A Sparky
Fire Spirit Zap Archers Mini P.E.K.K.A The Log Sparky
Fire Spirit Zap The Log
The Log Sparky
The Log Sparky
Zap The Log
Zap Ice Golem The Log Fire Spirit Sparky
The Log Zap Sparky
Zap The Log Sparky
Zap The Log Sparky
Fire Spirit Zap Archers Ice Golem Sparky
Zap
Mini P.E.K.K.A Sparky
Zap The Log Sparky
Zap Sparky
Sparky
The Log Sparky
Zap Fire Spirit Archers
Fire Spirit Zap Archers
The Log
Knight Mini P.E.K.K.A Sparky
The Log Zap Ice Golem
Zap Sparky
Sparky
Zap The Log Sparky
Zap
Zap The Log Sparky

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