My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
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 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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Dart Goblin Electro 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.

Knight Elixir Collector P.E.K.K.A Bandit Electro Wizard Mega Knight

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

Punishments

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

Bandit Mega Knight

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.

Knight Dart Goblin P.E.K.K.A Bandit Mega Knight

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 Electro Wizard

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
Dart Goblin
Zap
Dart Goblin Bandit
Barbarian Barrel
Knight Dart Goblin Bandit Electro Wizard
The Log
Dart Goblin Bandit
Earthquake
Elixir Collector
Arrows
Dart Goblin
Royal Delivery
Knight Dart Goblin P.E.K.K.A Bandit Electro Wizard
Fireball
Dart Goblin Elixir Collector Bandit Electro Wizard
Poison
Dart Goblin Elixir Collector Electro Wizard
Lightning
Knight Elixir Collector Bandit Electro Wizard
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mega Knight

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.

Knight Elixir Collector P.E.K.K.A Mega Knight

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.

Dart Goblin 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.

Zap Knight Dart Goblin Bandit Electro Wizard Elixir Collector P.E.K.K.A Mega Knight

Shortest cycle

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

11 Zap Knight Dart Goblin Bandit

Attack Synergies 4 11

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.

Zap
P.E.K.K.A Electro Wizard Knight Dart Goblin Bandit Mega Knight
Knight
Dart Goblin Zap Electro Wizard
Dart Goblin
Knight Zap P.E.K.K.A Bandit Mega Knight
Elixir Collector
P.E.K.K.A
Zap Electro Wizard Dart Goblin
Bandit
Zap Dart Goblin Electro Wizard Mega Knight
Electro Wizard
Zap P.E.K.K.A Knight Bandit Mega Knight
Mega Knight
Zap Dart Goblin Bandit Electro Wizard

Defense Synergies 4 12

Zap
Electro Wizard Mega Knight Knight Dart Goblin P.E.K.K.A Bandit
Knight
Dart Goblin Electro Wizard Zap
Dart Goblin
Knight Zap P.E.K.K.A Bandit Electro Wizard Mega Knight
Elixir Collector
P.E.K.K.A
Zap Dart Goblin Electro Wizard
Bandit
Zap Dart Goblin Electro Wizard Mega Knight
Electro Wizard
Zap Knight Dart Goblin P.E.K.K.A Bandit Mega Knight
Mega Knight
Zap Dart Goblin Bandit Electro Wizard

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 Dart Goblin Electro Wizard
P.E.K.K.A Zap Knight Dart Goblin Bandit Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Knight Dart Goblin Bandit Electro Wizard
P.E.K.K.A Knight Dart Goblin Bandit Electro Wizard Mega Knight
P.E.K.K.A Mega Knight
Zap Dart Goblin Bandit Electro Wizard Mega Knight
Dart Goblin Electro Wizard Zap
Zap Dart Goblin P.E.K.K.A Bandit Electro Wizard Mega Knight
P.E.K.K.A
Knight Dart Goblin Bandit Electro Wizard Mega Knight
Dart Goblin Electro Wizard Zap Knight Bandit Mega Knight
Zap Dart Goblin Electro Wizard
P.E.K.K.A Mega Knight Zap Knight Bandit Electro Wizard
Mega Knight Zap Dart Goblin P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Bandit Electro Wizard Mega Knight
Zap P.E.K.K.A Bandit Electro Wizard Mega Knight
Mega Knight Knight P.E.K.K.A Electro Wizard
Mega Knight Zap Knight Dart Goblin Bandit Electro Wizard
Zap Knight Dart Goblin Bandit Electro Wizard Mega Knight
P.E.K.K.A Dart Goblin Electro Wizard
Mega Knight Knight Dart Goblin P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight Zap P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Knight Mega Knight
P.E.K.K.A Bandit Mega Knight Zap Knight Electro Wizard
P.E.K.K.A Mega Knight Zap Knight Bandit Electro Wizard
P.E.K.K.A Knight Bandit Mega Knight
Zap Dart Goblin Electro Wizard
P.E.K.K.A Knight Dart Goblin Bandit Electro Wizard
P.E.K.K.A Mega Knight Knight
Zap P.E.K.K.A Electro Wizard Mega Knight Knight Bandit
P.E.K.K.A Dart Goblin
P.E.K.K.A Mega Knight Knight Dart Goblin
P.E.K.K.A Mega Knight Zap Electro Wizard
P.E.K.K.A Mega Knight Knight Bandit
Dart Goblin Mega Knight
Electro Wizard Zap Knight Dart Goblin P.E.K.K.A
Mega Knight Zap Dart Goblin 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.)

Knight Dart Goblin Bandit
Zap Dart Goblin Bandit Electro Wizard
Dart Goblin Bandit
Knight Dart Goblin
Zap Mega Knight
Zap Dart Goblin
Dart Goblin
Zap Dart Goblin
Zap Dart Goblin Bandit
Electro Wizard
Zap Knight Dart Goblin Bandit Electro Wizard
Zap Dart Goblin
Knight Dart Goblin Bandit
Dart Goblin Bandit
Zap Dart Goblin
Zap Dart Goblin Bandit
Dart Goblin Bandit Mega Knight
Zap Dart Goblin Bandit Electro Wizard Mega Knight
Zap Dart Goblin Mega Knight
Mega Knight
Zap
Zap Mega Knight
Zap Dart Goblin Bandit Electro Wizard
Zap Bandit Mega Knight
Zap Dart Goblin Bandit
Zap Dart Goblin Electro Wizard
Zap Electro Wizard Dart Goblin
Zap Dart Goblin Bandit Mega Knight
Zap Electro Wizard
P.E.K.K.A Mega Knight
Zap Electro Wizard Dart Goblin Bandit
Zap Dart Goblin Electro Wizard
Knight Dart Goblin Electro Wizard Mega Knight
Zap Dart Goblin
Zap
Dart Goblin P.E.K.K.A Mega Knight
Zap Dart Goblin Electro Wizard
Zap Dart Goblin Electro Wizard
Zap Dart Goblin Bandit Electro Wizard Mega Knight

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