My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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 Bats Firecracker

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.

Skeletons Ice Spirit Bats Firecracker P.E.K.K.A

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.

Tornado

Pump responses

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

Missing

Dropped at the bridge

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

Fire Spirit Ice Spirit 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.

Firecracker

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
Skeletons Bats
Giant Snowball
Skeletons Fire Spirit Bats
Zap
Skeletons Fire Spirit Bats Firecracker
Barbarian Barrel
Skeletons Fire Spirit Ice Spirit Firecracker
The Log
Skeletons Fire Spirit Ice Spirit Firecracker
Earthquake
Skeletons Firecracker
Arrows
Skeletons Fire Spirit Ice Spirit Bats Firecracker
Royal Delivery
Skeletons Fire Spirit Ice Spirit Bats Firecracker P.E.K.K.A
Fireball
Firecracker
Poison
Bats Firecracker
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Firecracker Tornado

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 Ice Spirit Bats Tornado P.E.K.K.A

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 Ice Spirit

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.

Mirror Skeletons Fire Spirit Ice Spirit Bats Firecracker Tornado P.E.K.K.A

Shortest cycle

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

3 Mirror Skeletons Fire Spirit Ice Spirit

Attack Synergies 3 8

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.

Skeletons
Fire Spirit
P.E.K.K.A
Ice Spirit
P.E.K.K.A Bats Firecracker
Bats
Ice Spirit Firecracker P.E.K.K.A
Firecracker
Ice Spirit Bats Mirror Tornado P.E.K.K.A
Mirror
Firecracker Tornado
Tornado
P.E.K.K.A Firecracker Mirror
P.E.K.K.A
Fire Spirit Ice Spirit Tornado Bats Firecracker

Defense Synergies 2 19

Skeletons
Fire Spirit Ice Spirit Bats Firecracker Tornado P.E.K.K.A
Fire Spirit
Skeletons Ice Spirit Firecracker Tornado P.E.K.K.A
Ice Spirit
Skeletons Fire Spirit Bats Firecracker Tornado P.E.K.K.A
Bats
Skeletons Ice Spirit Firecracker P.E.K.K.A
Firecracker
Skeletons Fire Spirit Ice Spirit Bats Mirror Tornado P.E.K.K.A
Mirror
Tornado Firecracker
Tornado
Mirror P.E.K.K.A Skeletons Fire Spirit Ice Spirit Firecracker
P.E.K.K.A
Tornado Skeletons Fire Spirit Ice Spirit Bats Firecracker

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.

Firecracker
P.E.K.K.A Skeletons Ice Spirit Bats Firecracker
Tornado P.E.K.K.A Skeletons Fire Spirit Bats
P.E.K.K.A Skeletons Bats Firecracker
Firecracker Tornado P.E.K.K.A
Tornado Skeletons Fire Spirit Bats Firecracker
Bats Tornado Fire Spirit Ice Spirit Firecracker
P.E.K.K.A
P.E.K.K.A Skeletons Tornado
Tornado Skeletons Fire Spirit Ice Spirit Firecracker
Bats Skeletons Firecracker Tornado
Bats Firecracker Tornado
P.E.K.K.A Skeletons Fire Spirit Ice Spirit Bats
Fire Spirit Ice Spirit Bats Firecracker Tornado P.E.K.K.A
P.E.K.K.A
Tornado Ice Spirit P.E.K.K.A
Skeletons Bats Firecracker Tornado P.E.K.K.A
Fire Spirit Ice Spirit Bats Firecracker Tornado
Tornado Fire Spirit Ice Spirit Bats Firecracker
P.E.K.K.A Tornado
Fire Spirit Bats Firecracker P.E.K.K.A

Counters to secondary win conditions

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

Skeletons P.E.K.K.A
Firecracker
P.E.K.K.A Skeletons Ice Spirit Bats
P.E.K.K.A Bats Tornado
P.E.K.K.A Skeletons
Fire Spirit Firecracker Skeletons Ice Spirit Bats Tornado
P.E.K.K.A Skeletons Bats
P.E.K.K.A
P.E.K.K.A Skeletons Ice Spirit Bats Firecracker Tornado
P.E.K.K.A Skeletons
P.E.K.K.A Bats
P.E.K.K.A Tornado
P.E.K.K.A Skeletons
Firecracker
Skeletons Ice Spirit Bats Firecracker Tornado P.E.K.K.A
Bats Firecracker 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.)

Firecracker
Firecracker Tornado
Firecracker
Fire Spirit Firecracker
Firecracker Fire Spirit Ice Spirit Bats Tornado
Fire Spirit Firecracker Tornado
Fire Spirit Ice Spirit Firecracker Tornado
Firecracker Tornado
Fire Spirit Bats Tornado
Firecracker Tornado
Fire Spirit Firecracker Tornado
Fire Spirit Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Tornado
Bats
Fire Spirit Firecracker
Fire Spirit Firecracker Tornado
Tornado
Tornado
Firecracker Tornado Fire Spirit Ice Spirit
Firecracker Tornado
Tornado
Firecracker Tornado
Fire Spirit Bats Firecracker Tornado
Ice Spirit Bats Firecracker
Ice Spirit Firecracker
P.E.K.K.A
Firecracker
Fire Spirit Ice Spirit Bats
Fire Spirit Firecracker Tornado
Firecracker
Firecracker
Tornado
Firecracker P.E.K.K.A
Ice Spirit Bats Firecracker Tornado
Firecracker Bats Tornado
Firecracker Tornado

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