My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Electro Wizard Inferno Dragon

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 Royal Giant Witch Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant Elite Barbarians Mini P.E.K.K.A

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.

Royal Giant Elite Barbarians Mini 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.

Elite Barbarians Mini P.E.K.K.A 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 Royal Giant Elite Barbarians Inferno Dragon
Giant Snowball
Skeletons Witch Inferno Dragon
Zap
Skeletons Royal Giant Witch Inferno Dragon
Barbarian Barrel
Skeletons Elite Barbarians Witch Electro Wizard
The Log
Skeletons Royal Giant Elite Barbarians Mini P.E.K.K.A Witch
Earthquake
Skeletons Witch
Arrows
Skeletons Witch
Royal Delivery
Skeletons Elite Barbarians Mini P.E.K.K.A Witch Electro Wizard Inferno Dragon
Fireball
Elite Barbarians Witch Electro Wizard Inferno Dragon
Poison
Witch Electro Wizard
Lightning
Elite Barbarians Mini P.E.K.K.A Witch Electro Wizard Inferno Dragon
Rocket
Elite Barbarians Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Mini P.E.K.K.A Inferno Dragon

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.

Royal Giant Elite Barbarians

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.

Witch 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Mini P.E.K.K.A Electro Wizard Inferno Dragon Witch Royal Giant Elite Barbarians

Shortest cycle

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

11 Skeletons Zap Mini P.E.K.K.A Electro Wizard

Attack Synergies 2 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.

Skeletons
Zap
Elite Barbarians Electro Wizard Royal Giant Mini P.E.K.K.A Witch
Royal Giant
Zap Elite Barbarians Witch Electro Wizard
Elite Barbarians
Zap Royal Giant
Mini P.E.K.K.A
Zap Electro Wizard
Witch
Zap Royal Giant
Electro Wizard
Zap Royal Giant Mini P.E.K.K.A
Inferno Dragon

Defense Synergies 3 13

Skeletons
Zap Elite Barbarians Mini P.E.K.K.A Witch Electro Wizard Inferno Dragon
Zap
Mini P.E.K.K.A Electro Wizard Skeletons Elite Barbarians Witch Inferno Dragon
Royal Giant
Elite Barbarians
Skeletons Zap Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Electro Wizard Skeletons Elite Barbarians Witch
Witch
Skeletons Zap Mini P.E.K.K.A Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Skeletons Witch Inferno Dragon
Inferno Dragon
Skeletons Zap 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 Electro Wizard
Elite Barbarians Mini P.E.K.K.A Inferno Dragon Skeletons Zap Witch Electro Wizard
Mini P.E.K.K.A Witch Skeletons Elite Barbarians Electro Wizard Inferno Dragon
Elite Barbarians Mini P.E.K.K.A Witch Inferno Dragon Skeletons Electro Wizard
Elite Barbarians Mini P.E.K.K.A
Skeletons Zap Electro Wizard
Electro Wizard Inferno Dragon Zap Witch
Zap Electro Wizard
Mini P.E.K.K.A Witch Inferno Dragon Skeletons Elite Barbarians
Elite Barbarians Skeletons Mini P.E.K.K.A Electro Wizard
Witch Electro Wizard Skeletons Zap
Inferno Dragon Zap Witch Electro Wizard
Mini P.E.K.K.A Skeletons Zap Elite Barbarians Witch Electro Wizard
Zap Mini P.E.K.K.A Witch Electro Wizard
Elite Barbarians Mini P.E.K.K.A Inferno Dragon Electro Wizard
Zap Elite Barbarians Mini P.E.K.K.A Electro Wizard Inferno Dragon
Skeletons Elite Barbarians Mini P.E.K.K.A Witch Electro Wizard
Zap Elite Barbarians Witch Electro Wizard
Zap Witch Electro Wizard Inferno Dragon
Mini P.E.K.K.A Elite Barbarians Electro Wizard Inferno Dragon
Elite Barbarians Mini P.E.K.K.A Witch Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeletons Zap Elite Barbarians Witch Electro Wizard
Electro Wizard Zap Elite Barbarians Mini P.E.K.K.A Inferno Dragon
Skeletons Zap Elite Barbarians Mini P.E.K.K.A Witch Electro Wizard
Mini P.E.K.K.A Zap Elite Barbarians Electro Wizard
Skeletons Elite Barbarians Mini P.E.K.K.A Witch Inferno Dragon
Skeletons Zap Witch Electro Wizard
Mini P.E.K.K.A Skeletons Elite Barbarians Witch Electro Wizard
Mini P.E.K.K.A Elite Barbarians Inferno Dragon
Zap Electro Wizard Skeletons Elite Barbarians Mini P.E.K.K.A Witch Inferno Dragon
Witch Skeletons Inferno Dragon
Inferno Dragon Elite Barbarians Mini P.E.K.K.A Witch
Zap Elite Barbarians Electro Wizard
Elite Barbarians Mini P.E.K.K.A Skeletons Witch
Witch
Elite Barbarians Witch Electro Wizard Skeletons Zap Mini P.E.K.K.A Inferno Dragon
Zap Elite Barbarians Mini P.E.K.K.A Witch Electro Wizard Inferno Dragon

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 Electro Wizard
Zap
Zap Witch
Witch
Zap
Zap
Elite Barbarians Mini P.E.K.K.A Electro Wizard
Zap Electro Wizard
Zap
Elite Barbarians
Zap Elite Barbarians
Zap Witch
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Electro Wizard
Zap Witch
Zap
Zap Witch
Witch Inferno Dragon
Zap Witch Electro Wizard
Zap Witch
Zap
Elite Barbarians Zap Witch Electro Wizard
Zap Electro Wizard Witch
Elite Barbarians Mini P.E.K.K.A
Zap
Zap Electro Wizard
Zap Electro Wizard Witch
Zap Witch Electro Wizard
Mini P.E.K.K.A Electro Wizard
Zap
Zap
Elite Barbarians
Zap Elite Barbarians Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Electro Wizard

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