My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Witch Ice Wizard 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.

Giant Witch Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Fireball The Log

Punishments

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

Mini P.E.K.K.A Giant

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.

Mini P.E.K.K.A Giant

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Witch Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball The Log Ice Wizard

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.

Arrows Mini P.E.K.K.A Ice Wizard

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 Witch Ice Wizard 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Ice Wizard Fireball Mini P.E.K.K.A Electro Wizard Giant Witch

Shortest cycle

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

12 The Log Arrows Ice Wizard Fireball

Attack Synergies 3 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.

Arrows
Fireball Giant Mini P.E.K.K.A
Fireball
Arrows Giant The Log Electro Wizard
Mini P.E.K.K.A
Giant Arrows The Log Ice Wizard Electro Wizard
Giant
Arrows Mini P.E.K.K.A Fireball Witch The Log Ice Wizard Electro Wizard
Witch
Giant
The Log
Fireball Mini P.E.K.K.A Giant
Ice Wizard
Mini P.E.K.K.A Giant
Electro Wizard
Fireball Mini P.E.K.K.A Giant

Defense Synergies 3 13

Arrows
Fireball Mini P.E.K.K.A Ice Wizard
Fireball
The Log Arrows Mini P.E.K.K.A Ice Wizard Electro Wizard
Mini P.E.K.K.A
The Log Electro Wizard Arrows Fireball Witch Ice Wizard
Giant
Witch
Mini P.E.K.K.A The Log Ice Wizard Electro Wizard
The Log
Fireball Mini P.E.K.K.A Witch Ice Wizard Electro Wizard
Ice Wizard
Arrows Fireball Mini P.E.K.K.A Witch The Log
Electro Wizard
Mini P.E.K.K.A Fireball 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 The Log Electro Wizard
Mini P.E.K.K.A Witch The Log Ice Wizard Electro Wizard
Mini P.E.K.K.A Witch Ice Wizard Electro Wizard
Mini P.E.K.K.A Witch Ice Wizard Electro Wizard
Arrows Fireball Mini P.E.K.K.A The Log
Arrows Fireball The Log Ice Wizard Electro Wizard
Electro Wizard Arrows Fireball Witch Ice Wizard
Arrows Fireball The Log Electro Wizard
Mini P.E.K.K.A Witch Ice Wizard
Mini P.E.K.K.A Ice Wizard Electro Wizard
Witch Ice Wizard Electro Wizard Arrows Fireball The Log
Arrows Fireball Witch Ice Wizard Electro Wizard
Mini P.E.K.K.A Fireball Witch The Log Ice Wizard Electro Wizard
Fireball Arrows Mini P.E.K.K.A Witch The Log Electro Wizard
Mini P.E.K.K.A Electro Wizard
Fireball Mini P.E.K.K.A The Log Electro Wizard
Arrows Fireball Mini P.E.K.K.A Witch Electro Wizard
Arrows Fireball Witch The Log Ice Wizard Electro Wizard
Arrows Witch The Log Fireball Ice Wizard Electro Wizard
Mini P.E.K.K.A Electro Wizard
Arrows Fireball Mini P.E.K.K.A Witch The Log 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 Fireball Witch Electro Wizard
Fireball Electro Wizard Arrows Mini P.E.K.K.A The Log
Mini P.E.K.K.A Witch The Log Electro Wizard
Mini P.E.K.K.A Fireball The Log Electro Wizard
Mini P.E.K.K.A Witch
Arrows Fireball Witch Ice Wizard Electro Wizard
Mini P.E.K.K.A Fireball Witch Ice Wizard Electro Wizard
Mini P.E.K.K.A
Electro Wizard Fireball Mini P.E.K.K.A Witch The Log
Witch
Mini P.E.K.K.A Witch
Arrows Fireball The Log Electro Wizard
Mini P.E.K.K.A Fireball Witch
Fireball Witch
Witch Electro Wizard Fireball Mini P.E.K.K.A The Log
Arrows Fireball Mini P.E.K.K.A Witch The Log Ice Wizard 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.)

Fireball Arrows The Log
Arrows Fireball The Log Ice Wizard Electro Wizard
Arrows Fireball The Log
Arrows Fireball The Log
Fireball Arrows The Log
Arrows Fireball Witch Ice Wizard
Arrows Witch The Log
Arrows Fireball The Log Ice Wizard
Arrows Fireball The Log
Fireball Mini P.E.K.K.A Electro Wizard
Arrows Fireball The Log Electro Wizard
Fireball Arrows
Fireball The Log
Arrows Fireball
Arrows Fireball The Log
Arrows Fireball Witch The Log
Arrows Fireball The Log
Arrows Fireball
Mini P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A The Log Electro Wizard
Arrows Fireball Witch The Log
Fireball The Log
Arrows Fireball
The Log
Arrows Fireball The Log
Arrows The Log Fireball Witch Ice Wizard
Witch
Arrows Fireball The Log Witch Ice Wizard Electro Wizard
Fireball Arrows Witch The Log
Fireball Arrows The Log
Arrows Fireball Witch Ice Wizard Electro Wizard
Electro Wizard Fireball Witch
Fireball Mini P.E.K.K.A
Arrows Fireball The Log
Arrows Fireball Electro Wizard
Arrows Fireball The Log
Electro Wizard Fireball Witch
Fireball Arrows Witch Ice Wizard Electro Wizard
Arrows The Log Fireball
Fireball Mini P.E.K.K.A Electro Wizard
Arrows The Log Fireball
Arrows Fireball
Fireball Witch The Log Electro Wizard
Fireball Witch Electro Wizard
Fireball Witch The Log Electro Wizard

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