My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Baby Dragon Witch

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.

Ice Spirit Baby Dragon Witch P.E.K.K.A Bandit

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.

Fireball The Log

Punishments

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

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.

Ice Spirit Goblins Baby Dragon 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.

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
Bandit
Giant Snowball
Goblins Baby Dragon Witch
Zap
Goblins Witch Bandit
Barbarian Barrel
Ice Spirit Goblins Witch Bandit
The Log
Ice Spirit Goblins Witch Bandit
Earthquake
Witch
Arrows
Ice Spirit Goblins Witch
Royal Delivery
Ice Spirit Goblins Baby Dragon Witch P.E.K.K.A Bandit
Fireball
Baby Dragon Witch Bandit
Poison
Witch
Lightning
Baby Dragon Witch Bandit
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Fireball Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Fireball Baby Dragon The Log

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.

Ice Spirit Baby Dragon 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.

Ice Spirit Goblins Fireball Witch

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Goblins The Log Bandit Fireball Baby Dragon Witch P.E.K.K.A

Shortest cycle

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

8 Ice Spirit Goblins The Log Bandit

Attack Synergies 1 14

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.

Ice Spirit
P.E.K.K.A Goblins Baby Dragon Witch Bandit
Goblins
Ice Spirit Baby Dragon
Fireball
Baby Dragon The Log
Baby Dragon
Ice Spirit Goblins Fireball Witch P.E.K.K.A Bandit
Witch
Ice Spirit Baby Dragon P.E.K.K.A Bandit
P.E.K.K.A
Ice Spirit Baby Dragon Witch The Log
The Log
Fireball P.E.K.K.A Bandit
Bandit
Ice Spirit Baby Dragon Witch The Log

Defense Synergies 2 17

Ice Spirit
Goblins Fireball Baby Dragon Witch P.E.K.K.A The Log Bandit
Goblins
Ice Spirit The Log Bandit
Fireball
The Log Ice Spirit Bandit
Baby Dragon
Ice Spirit Witch P.E.K.K.A The Log Bandit
Witch
Ice Spirit Baby Dragon The Log Bandit
P.E.K.K.A
The Log Ice Spirit Baby Dragon
The Log
Fireball P.E.K.K.A Ice Spirit Goblins Baby Dragon Witch Bandit
Bandit
Ice Spirit Goblins Fireball Baby Dragon Witch 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.

Fireball Baby Dragon The Log
P.E.K.K.A Ice Spirit Goblins Witch The Log Bandit
Witch P.E.K.K.A Goblins Bandit
Witch P.E.K.K.A Goblins Bandit
Fireball P.E.K.K.A The Log
Fireball The Log Goblins Baby Dragon Bandit
Ice Spirit Fireball Baby Dragon Witch
Fireball Baby Dragon P.E.K.K.A The Log Bandit
Witch P.E.K.K.A Goblins
Ice Spirit Goblins Bandit
Goblins Witch Fireball Baby Dragon The Log Bandit
Fireball Baby Dragon Witch
P.E.K.K.A Ice Spirit Fireball Witch The Log Bandit
Fireball Ice Spirit Goblins Baby Dragon Witch P.E.K.K.A The Log
P.E.K.K.A Bandit
Ice Spirit Fireball P.E.K.K.A The Log Bandit
Goblins Fireball Witch P.E.K.K.A
Ice Spirit Fireball Goblins Baby Dragon Witch The Log Bandit
Baby Dragon Witch The Log Ice Spirit Fireball Bandit
P.E.K.K.A
Goblins Fireball Baby Dragon Witch 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.

Goblins Fireball Witch P.E.K.K.A Bandit
Fireball Bandit Baby Dragon The Log
P.E.K.K.A Bandit Ice Spirit Goblins Witch The Log
P.E.K.K.A Fireball The Log Bandit
P.E.K.K.A Witch Bandit
Fireball Ice Spirit Baby Dragon Witch
P.E.K.K.A Goblins Fireball Witch Bandit
P.E.K.K.A
P.E.K.K.A Ice Spirit Goblins Fireball Baby Dragon Witch The Log Bandit
Witch P.E.K.K.A
P.E.K.K.A Witch
P.E.K.K.A Fireball The Log
P.E.K.K.A Fireball Witch Bandit
Fireball Baby Dragon Witch
Witch Ice Spirit Goblins Fireball Baby Dragon P.E.K.K.A The Log
Fireball Baby Dragon Witch P.E.K.K.A The Log

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 Baby Dragon The Log Bandit
Fireball Baby Dragon The Log Bandit
Fireball Baby Dragon The Log Bandit
Fireball The Log
Fireball Baby Dragon The Log
Fireball Ice Spirit Baby Dragon Witch
Baby Dragon Witch The Log
Fireball The Log Ice Spirit Baby Dragon
Fireball The Log Bandit
Goblins Fireball
Fireball The Log Bandit
Fireball Baby Dragon
Fireball Baby Dragon The Log Bandit
Fireball Baby Dragon Bandit
Fireball Baby Dragon The Log
Fireball Baby Dragon Witch The Log Bandit
Fireball Baby Dragon The Log Bandit
Fireball
Fireball Baby Dragon The Log Bandit
Fireball Baby Dragon Witch The Log
Fireball Baby Dragon The Log
Fireball
The Log
Fireball Baby Dragon The Log
The Log Ice Spirit Fireball Baby Dragon Witch
Witch
Fireball The Log Baby Dragon Witch Bandit
Fireball Baby Dragon Witch The Log Bandit
Fireball Baby Dragon The Log Bandit
Fireball Baby Dragon Witch
Ice Spirit Fireball Witch
Fireball
Fireball The Log Bandit
Ice Spirit Fireball
P.E.K.K.A
Fireball The Log
Ice Spirit Fireball Witch Bandit
Fireball Baby Dragon Witch
The Log Fireball
Fireball Baby Dragon
The Log Fireball Baby Dragon
Fireball
P.E.K.K.A
Ice Spirit Fireball Baby Dragon Witch The Log
Fireball Witch
Fireball Baby Dragon Witch The Log Bandit

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