My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Minions Firecracker 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 Elixir Golem Wizard P.E.K.K.A Bandit

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Fireball The Log

Punishments

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

Elixir Golem Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Elixir Golem P.E.K.K.A 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 Bandit

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
Minions Elixir Golem Bandit
Giant Snowball
Minions
Zap
Minions Firecracker Bandit
Barbarian Barrel
Firecracker Elixir Golem Wizard Bandit
The Log
Firecracker Elixir Golem Bandit
Earthquake
Firecracker Elixir Golem
Arrows
Minions Firecracker
Royal Delivery
Minions Firecracker Elixir Golem Wizard P.E.K.K.A Bandit
Fireball
Minions Firecracker Elixir Golem Wizard Bandit
Poison
Minions Firecracker Elixir Golem Wizard
Lightning
Wizard Bandit
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Wizard The Log

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.

Elixir Golem P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Minions Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Minions Firecracker Elixir Golem Bandit Fireball Wizard P.E.K.K.A

Shortest cycle

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

11 The Log Minions Firecracker Elixir Golem

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.

Minions
Firecracker Elixir Golem P.E.K.K.A Bandit
Firecracker
Elixir Golem Minions P.E.K.K.A Bandit
Elixir Golem
Firecracker Minions Fireball Wizard The Log Bandit
Fireball
Elixir Golem The Log
Wizard
Elixir Golem P.E.K.K.A Bandit
P.E.K.K.A
Minions Firecracker Wizard The Log
The Log
Elixir Golem Fireball P.E.K.K.A Bandit
Bandit
Minions Firecracker Elixir Golem Wizard The Log

Defense Synergies 3 11

Minions
Firecracker P.E.K.K.A The Log Bandit
Firecracker
The Log Minions P.E.K.K.A Bandit
Elixir Golem
Fireball
The Log Bandit
Wizard
P.E.K.K.A The Log Bandit
P.E.K.K.A
The Log Minions Firecracker Wizard
The Log
Firecracker Fireball P.E.K.K.A Minions Wizard Bandit
Bandit
Minions Firecracker Fireball Wizard 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.

Minions Firecracker Fireball Wizard The Log
P.E.K.K.A Minions Firecracker The Log Bandit
P.E.K.K.A Minions Bandit
P.E.K.K.A Minions Firecracker Bandit
Firecracker Fireball P.E.K.K.A The Log
Fireball The Log Minions Firecracker Bandit
Minions Firecracker Fireball Wizard
Fireball P.E.K.K.A The Log Bandit
P.E.K.K.A Minions
Firecracker Bandit
Minions Firecracker Fireball Wizard The Log Bandit
Minions Firecracker Fireball Wizard
P.E.K.K.A Minions Fireball Wizard The Log Bandit
Fireball Wizard Minions Firecracker P.E.K.K.A The Log
P.E.K.K.A Bandit
Fireball P.E.K.K.A The Log Bandit
Wizard Minions Firecracker Fireball P.E.K.K.A
Fireball Minions Firecracker Wizard The Log Bandit
Wizard The Log Minions Firecracker Fireball Bandit
P.E.K.K.A
Wizard Minions Firecracker Fireball P.E.K.K.A The Log Bandit

Counters to secondary win conditions

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

Fireball P.E.K.K.A Bandit
Fireball Bandit Firecracker Wizard The Log
P.E.K.K.A Bandit Minions The Log
P.E.K.K.A Fireball The Log Bandit
P.E.K.K.A Bandit
Firecracker Fireball Wizard Minions
P.E.K.K.A Minions Fireball Bandit
P.E.K.K.A
P.E.K.K.A Minions Firecracker Fireball The Log Bandit
P.E.K.K.A
P.E.K.K.A Minions
P.E.K.K.A Fireball The Log
P.E.K.K.A Fireball Wizard Bandit
Wizard Firecracker Fireball
Minions Firecracker Fireball P.E.K.K.A The Log
Minions Firecracker Fireball Wizard P.E.K.K.A The Log
Fireball
P.E.K.K.A
P.E.K.K.A

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.)

Fireball Firecracker The Log Bandit
Firecracker Fireball The Log Bandit
Fireball The Log Bandit
Firecracker Fireball The Log
Fireball Wizard Firecracker The Log
Firecracker Fireball Wizard Minions
Firecracker Wizard The Log
Fireball The Log Firecracker Wizard
Fireball The Log Firecracker Wizard Bandit
Minions Fireball
Firecracker Fireball Wizard The Log Bandit
Fireball Firecracker Wizard
Firecracker Fireball The Log Bandit
Minions Firecracker Fireball Bandit
Firecracker Fireball The Log
Firecracker Fireball Wizard The Log Bandit
Firecracker Fireball Wizard The Log Bandit
Fireball
Minions
Firecracker Fireball Wizard The Log Bandit
Firecracker Fireball Wizard The Log
Minions Fireball The Log
Fireball Wizard
The Log
Fireball The Log
Firecracker The Log Fireball Wizard
Firecracker Fireball The Log Wizard Bandit
Fireball Wizard The Log Bandit
Fireball Firecracker The Log Bandit
Firecracker Fireball Wizard
Minions Firecracker Fireball Wizard
Fireball
Fireball Wizard The Log Bandit
Firecracker Fireball
P.E.K.K.A
Firecracker Fireball Wizard The Log
Minions Fireball Bandit
Fireball Firecracker Wizard
The Log Fireball
Fireball Firecracker Wizard
The Log Firecracker Fireball Wizard
Fireball
Firecracker P.E.K.K.A
Minions Firecracker Fireball The Log
Firecracker Fireball
Firecracker Fireball The Log Bandit
P.E.K.K.A
Fireball Firecracker Wizard

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