My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker 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.

Skeletons Firecracker Battle Ram P.E.K.K.A Bandit Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Fireball Tornado

Punishments

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

Battle Ram 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.

Battle Ram 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.

Firecracker 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
Skeletons Battle Ram Bandit
Giant Snowball
Skeletons Battle Ram
Zap
Skeletons Firecracker Battle Ram Bandit
Barbarian Barrel
Skeletons Firecracker Battle Ram Bandit Electro Wizard
The Log
Skeletons Firecracker Battle Ram Bandit
Earthquake
Skeletons Firecracker
Arrows
Skeletons Firecracker
Royal Delivery
Skeletons Firecracker Battle Ram P.E.K.K.A Bandit Electro Wizard
Fireball
Firecracker Battle Ram Bandit Electro Wizard
Poison
Firecracker Electro Wizard
Lightning
Battle Ram Bandit Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball 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.

Battle Ram 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.

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.

Fireball 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.

Skeletons Firecracker Tornado Bandit Fireball Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

10 Skeletons Firecracker Tornado Bandit

Attack Synergies 4 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.

Skeletons
Firecracker
Battle Ram Tornado P.E.K.K.A Bandit
Fireball
Tornado Battle Ram Electro Wizard
Battle Ram
Bandit Firecracker Fireball Tornado P.E.K.K.A Electro Wizard
Tornado
Fireball P.E.K.K.A Firecracker Battle Ram
P.E.K.K.A
Tornado Electro Wizard Firecracker Battle Ram
Bandit
Battle Ram Firecracker Electro Wizard
Electro Wizard
P.E.K.K.A Fireball Battle Ram Bandit

Defense Synergies 2 14

Skeletons
Firecracker Tornado P.E.K.K.A Bandit Electro Wizard
Firecracker
Skeletons Tornado P.E.K.K.A Bandit Electro Wizard
Fireball
Tornado Bandit Electro Wizard
Battle Ram
Tornado
Fireball P.E.K.K.A Skeletons Firecracker Electro Wizard
P.E.K.K.A
Tornado Skeletons Firecracker Electro Wizard
Bandit
Skeletons Firecracker Fireball Electro Wizard
Electro Wizard
Skeletons Firecracker Fireball Tornado P.E.K.K.A Bandit

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 Fireball Electro Wizard
P.E.K.K.A Skeletons Firecracker Bandit Electro Wizard
Tornado P.E.K.K.A Skeletons Bandit Electro Wizard
P.E.K.K.A Skeletons Firecracker Bandit Electro Wizard
Firecracker Fireball Tornado P.E.K.K.A
Fireball Tornado Skeletons Firecracker Bandit Electro Wizard
Tornado Electro Wizard Firecracker Fireball
Fireball P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Skeletons Tornado
Tornado Skeletons Firecracker Bandit Electro Wizard
Electro Wizard Skeletons Firecracker Fireball Tornado Bandit
Firecracker Fireball Tornado Electro Wizard
P.E.K.K.A Skeletons Fireball Bandit Electro Wizard
Fireball Firecracker Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Tornado Fireball P.E.K.K.A Bandit Electro Wizard
Skeletons Firecracker Fireball Tornado P.E.K.K.A Electro Wizard
Fireball Firecracker Tornado Bandit Electro Wizard
Tornado Firecracker Fireball Bandit Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Firecracker Fireball 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.

Skeletons Fireball P.E.K.K.A Bandit Electro Wizard
Fireball Bandit Electro Wizard Firecracker
P.E.K.K.A Bandit Skeletons Electro Wizard
P.E.K.K.A Fireball Tornado Bandit Electro Wizard
P.E.K.K.A Skeletons Bandit
Firecracker Fireball Skeletons Tornado Electro Wizard
P.E.K.K.A Skeletons Fireball Bandit Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Skeletons Firecracker Fireball Tornado Bandit
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Fireball Tornado Electro Wizard
P.E.K.K.A Skeletons Fireball Bandit
Firecracker Fireball
Electro Wizard Skeletons Firecracker Fireball Tornado P.E.K.K.A
Firecracker Fireball P.E.K.K.A Electro Wizard
Fireball

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 Firecracker Bandit
Firecracker Fireball Tornado Bandit Electro Wizard
Fireball Bandit
Firecracker Fireball
Fireball Firecracker
Firecracker Fireball Tornado
Firecracker Tornado
Fireball Firecracker Tornado
Fireball Firecracker Tornado Bandit
Fireball Tornado Electro Wizard
Firecracker Fireball Tornado Bandit Electro Wizard
Fireball Firecracker Tornado
Firecracker Fireball Bandit
Firecracker Fireball Bandit
Firecracker Fireball
Firecracker Fireball Bandit
Firecracker Fireball Bandit
Fireball Tornado
Firecracker Fireball Bandit Electro Wizard
Firecracker Fireball Tornado
Fireball
Fireball Tornado
Tornado
Fireball
Firecracker Tornado Fireball
Firecracker Fireball Tornado Bandit Electro Wizard
Fireball Tornado Bandit
Fireball Firecracker Tornado Bandit
Firecracker Fireball Tornado Electro Wizard
Electro Wizard Firecracker Fireball
Fireball
Fireball Bandit
Firecracker Fireball Electro Wizard
P.E.K.K.A
Firecracker Fireball
Electro Wizard Fireball Bandit
Fireball Firecracker Tornado Electro Wizard
Fireball
Fireball Firecracker Electro Wizard
Firecracker Fireball
Fireball Tornado
Firecracker P.E.K.K.A
Firecracker Fireball Tornado Electro Wizard
Firecracker Fireball Tornado Electro Wizard
Firecracker Fireball Tornado Bandit Electro Wizard

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