My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber Knight P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Mortar Graveyard

Damage spells

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

Arrows Tornado

Punishments

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

Mortar Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Knight Mortar 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.

Electro Wizard Graveyard

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
Bomber Graveyard
Giant Snowball
Bomber Graveyard
Zap
Bomber Mortar Graveyard
Barbarian Barrel
Bomber Knight Mortar Electro Wizard Graveyard
The Log
Bomber Graveyard
Earthquake
Bomber Mortar Graveyard
Arrows
Bomber Graveyard
Royal Delivery
Bomber Knight P.E.K.K.A Electro Wizard Graveyard
Fireball
Bomber Mortar Electro Wizard
Poison
Bomber Mortar Electro Wizard Graveyard
Lightning
Knight Mortar Electro Wizard
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Mortar Tornado

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.

Arrows Knight Tornado 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.

Graveyard

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Arrows Knight Tornado Mortar Electro Wizard Graveyard P.E.K.K.A

Shortest cycle

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

11 Bomber Arrows Knight Tornado

Attack Synergies 7 10

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.

Bomber
Knight Mortar P.E.K.K.A Graveyard
Arrows
P.E.K.K.A Graveyard Knight Mortar
Knight
Mortar Graveyard Bomber Arrows Electro Wizard
Mortar
Knight Bomber Arrows Tornado
Tornado
P.E.K.K.A Mortar Graveyard
P.E.K.K.A
Arrows Tornado Electro Wizard Bomber Graveyard
Electro Wizard
P.E.K.K.A Graveyard Knight
Graveyard
Arrows Knight Electro Wizard Bomber Tornado P.E.K.K.A

Defense Synergies 3 14

Bomber
Knight Mortar Tornado P.E.K.K.A Electro Wizard
Arrows
Knight Mortar Tornado P.E.K.K.A
Knight
Bomber Electro Wizard Arrows Mortar Tornado
Mortar
Bomber Arrows Knight Tornado Electro Wizard
Tornado
P.E.K.K.A Bomber Arrows Knight Mortar Electro Wizard
P.E.K.K.A
Tornado Bomber Arrows Electro Wizard
Electro Wizard
Knight Bomber Mortar Tornado P.E.K.K.A
Graveyard

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.

Bomber Knight Mortar Electro Wizard
P.E.K.K.A Bomber Knight Mortar Electro Wizard
Mortar Tornado P.E.K.K.A Bomber Knight Electro Wizard
P.E.K.K.A Bomber Knight Mortar Electro Wizard
Bomber Arrows Tornado P.E.K.K.A
Arrows Tornado Bomber Electro Wizard
Tornado Electro Wizard Arrows Mortar
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Mortar Tornado
Knight Tornado Bomber Electro Wizard
Electro Wizard Bomber Arrows Knight Tornado
Arrows Tornado Electro Wizard
Mortar P.E.K.K.A Bomber Knight Electro Wizard
Bomber Arrows Mortar Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Mortar Electro Wizard
Tornado Mortar P.E.K.K.A Electro Wizard
Bomber Arrows Knight Mortar Tornado P.E.K.K.A Electro Wizard
Arrows Mortar Bomber Knight Tornado Electro Wizard
Arrows Mortar Tornado Bomber Knight Electro Wizard
P.E.K.K.A Mortar Tornado Electro Wizard
Bomber Arrows Knight P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Knight P.E.K.K.A Electro Wizard
Electro Wizard Bomber Arrows Knight Mortar
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Tornado Electro Wizard
P.E.K.K.A Knight
Arrows Tornado Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Knight Mortar Tornado
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Arrows Tornado Electro Wizard
P.E.K.K.A Knight
Bomber
Electro Wizard Bomber Knight Mortar Tornado P.E.K.K.A
Arrows Bomber P.E.K.K.A Electro Wizard

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.)

Arrows Knight Mortar
Arrows Mortar Tornado Electro Wizard
Arrows
Arrows Knight
Bomber Arrows Mortar
Arrows Tornado
Bomber Arrows Mortar Tornado
Arrows Tornado
Arrows Mortar Tornado
Tornado Electro Wizard
Arrows Knight Mortar Tornado Electro Wizard
Arrows Tornado
Knight Mortar
Arrows Mortar
Arrows Mortar
Bomber Arrows Mortar
Arrows Mortar
Arrows Mortar Tornado
Bomber
Bomber Arrows Mortar Electro Wizard
Bomber Arrows Mortar Tornado
Arrows Tornado
Tornado
Arrows Mortar
Arrows Tornado Bomber Mortar
Arrows Mortar Tornado Electro Wizard
Arrows Mortar Tornado
Arrows Mortar Tornado
Arrows Tornado Electro Wizard
Electro Wizard
Bomber Arrows Mortar
Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard
Arrows Tornado Electro Wizard
Arrows
Knight Electro Wizard
Arrows Bomber Mortar
Arrows Tornado
P.E.K.K.A
Tornado Electro Wizard
Tornado Electro Wizard
Mortar Tornado Electro Wizard

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