My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Bad
Versatility
Good
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 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Wizard Ice 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.

Bomber Wizard Elixir Collector P.E.K.K.A Ice Wizard

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 Tornado

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Fire Spirit 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
Bomber
Giant Snowball
Fire Spirit Bomber
Zap
Fire Spirit Bomber
Barbarian Barrel
Fire Spirit Bomber Wizard Ice Wizard
The Log
Fire Spirit Bomber
Earthquake
Bomber Elixir Collector
Arrows
Fire Spirit Bomber
Royal Delivery
Fire Spirit Bomber Wizard P.E.K.K.A Ice Wizard
Fireball
Bomber Wizard Elixir Collector Ice Wizard
Poison
Bomber Wizard Elixir Collector Ice Wizard
Lightning
Wizard Elixir Collector Ice Wizard
Rocket
Wizard Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Zap Wizard Tornado Ice 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 Elixir Collector Tornado P.E.K.K.A Ice Wizard

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 Wizard Ice 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Zap Tornado Ice Wizard Wizard Elixir Collector P.E.K.K.A

Shortest cycle

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

8 Fire Spirit Bomber Zap Tornado

Attack Synergies 5 7

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
P.E.K.K.A Zap
Bomber
Zap P.E.K.K.A
Zap
Tornado P.E.K.K.A Fire Spirit Bomber Ice Wizard
Wizard
Tornado P.E.K.K.A
Elixir Collector
Tornado
Zap Wizard P.E.K.K.A Ice Wizard
P.E.K.K.A
Fire Spirit Zap Tornado Bomber Wizard Ice Wizard
Ice Wizard
Zap Tornado P.E.K.K.A

Defense Synergies 3 12

Fire Spirit
Zap Tornado P.E.K.K.A
Bomber
Zap Tornado P.E.K.K.A
Zap
Fire Spirit Bomber Tornado P.E.K.K.A Ice Wizard
Wizard
Tornado P.E.K.K.A Ice Wizard
Elixir Collector
Tornado
Wizard P.E.K.K.A Ice Wizard Fire Spirit Bomber Zap
P.E.K.K.A
Tornado Fire Spirit Bomber Zap Wizard Ice Wizard
Ice Wizard
Tornado Zap Wizard P.E.K.K.A

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 Zap Wizard
P.E.K.K.A Bomber Zap Ice Wizard
Tornado P.E.K.K.A Fire Spirit Bomber Ice Wizard
P.E.K.K.A Bomber Ice Wizard
Bomber Tornado P.E.K.K.A
Tornado Fire Spirit Bomber Zap Ice Wizard
Tornado Fire Spirit Zap Wizard Ice Wizard
Zap P.E.K.K.A
P.E.K.K.A Tornado Ice Wizard
Tornado Fire Spirit Bomber Ice Wizard
Ice Wizard Bomber Zap Wizard Tornado
Zap Wizard Tornado Ice Wizard
P.E.K.K.A Fire Spirit Bomber Zap Wizard Ice Wizard
Fire Spirit Bomber Wizard Zap Tornado P.E.K.K.A
P.E.K.K.A
Tornado Zap P.E.K.K.A
Wizard Bomber Tornado P.E.K.K.A
Fire Spirit Bomber Zap Wizard Tornado Ice Wizard
Zap Wizard Tornado Fire Spirit Bomber Ice Wizard
P.E.K.K.A Tornado
Bomber Wizard Fire Spirit P.E.K.K.A

Counters to secondary win conditions

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

Zap P.E.K.K.A
Bomber Zap Wizard
P.E.K.K.A Zap
P.E.K.K.A Zap Tornado
P.E.K.K.A
Fire Spirit Wizard Zap Tornado Ice Wizard
P.E.K.K.A Ice Wizard
P.E.K.K.A
Zap P.E.K.K.A Tornado
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Tornado
P.E.K.K.A Wizard
Wizard Bomber
Bomber Zap Tornado P.E.K.K.A
Bomber Zap Wizard P.E.K.K.A Ice 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.)

Zap Tornado Ice Wizard
Bomber Wizard Fire Spirit Zap
Wizard Fire Spirit Zap Tornado Ice Wizard
Fire Spirit Bomber Wizard Tornado
Fire Spirit Zap Wizard Tornado Ice Wizard
Zap Wizard Tornado
Fire Spirit Tornado
Zap Wizard Tornado
Fire Spirit Zap Wizard Tornado
Fire Spirit
Zap
Bomber Zap Wizard
Wizard
Tornado
Bomber
Fire Spirit Bomber Zap Wizard
Fire Spirit Bomber Zap Wizard Tornado
Wizard Tornado
Tornado
Zap
Zap Tornado Fire Spirit Bomber Wizard Ice Wizard
Zap Wizard Tornado Ice Wizard
Zap Wizard Tornado
Zap Tornado
Fire Spirit Zap Wizard Tornado Ice Wizard
Zap Wizard
Bomber Zap Wizard
Zap
P.E.K.K.A
Wizard
Zap Fire Spirit
Fire Spirit Zap Wizard Tornado Ice Wizard
Wizard
Bomber Zap Wizard
Zap Tornado
P.E.K.K.A
Zap Tornado
Zap Tornado
Zap Tornado

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