My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

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.

Wizard Bowler P.E.K.K.A Electro Wizard

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 Arrows Rocket

Pump responses

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

Rocket

Dropped at the bridge

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

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.

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
Skeleton Army
Giant Snowball
Skeleton Army
Zap
Skeleton Army
Barbarian Barrel
Wizard Skeleton Army Electro Wizard
The Log
Skeleton Army
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Wizard Skeleton Army Bowler P.E.K.K.A Electro Wizard
Fireball
Wizard Skeleton Army Bowler Electro Wizard
Poison
Wizard Skeleton Army Electro Wizard
Lightning
Wizard Bowler Electro Wizard
Rocket
Wizard Bowler

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard Rocket Bowler

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 Rocket Skeleton Army Bowler 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.

Skeleton Army

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Skeleton Army Electro Wizard Wizard Bowler Rocket P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Skeleton Army Electro Wizard

Attack Synergies 5 4

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
Arrows P.E.K.K.A Electro Wizard Bowler
Arrows
Zap P.E.K.K.A Bowler
Wizard
P.E.K.K.A
Rocket
Skeleton Army
Bowler
Zap Arrows Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Wizard
Electro Wizard
Zap P.E.K.K.A Bowler

Defense Synergies 1 12

Zap
Electro Wizard Arrows Skeleton Army Bowler P.E.K.K.A
Arrows
Zap Bowler P.E.K.K.A
Wizard
Skeleton Army P.E.K.K.A Electro Wizard
Rocket
Skeleton Army
Zap Wizard Electro Wizard
Bowler
Zap Arrows Electro Wizard
P.E.K.K.A
Zap Arrows Wizard Electro Wizard
Electro Wizard
Zap Wizard Skeleton Army Bowler P.E.K.K.A

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.

Rocket Bowler Zap Wizard Electro Wizard
Skeleton Army P.E.K.K.A Zap Electro Wizard
Rocket Skeleton Army Bowler P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Bowler Electro Wizard
Arrows Rocket Skeleton Army Bowler P.E.K.K.A
Arrows Skeleton Army Bowler Zap Electro Wizard
Rocket Electro Wizard Zap Arrows Wizard
Rocket Bowler Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Skeleton Army
Skeleton Army Bowler Electro Wizard
Skeleton Army Electro Wizard Zap Arrows Wizard Bowler
Arrows Zap Wizard Electro Wizard
Skeleton Army Bowler P.E.K.K.A Zap Wizard Rocket Electro Wizard
Wizard Rocket Skeleton Army Bowler Zap Arrows P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Electro Wizard
Rocket Skeleton Army Zap Bowler P.E.K.K.A Electro Wizard
Wizard Arrows Skeleton Army Bowler P.E.K.K.A Electro Wizard
Arrows Zap Wizard Skeleton Army Bowler Electro Wizard
Zap Arrows Wizard Bowler Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Skeleton Army Bowler Arrows P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap Bowler P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Wizard Rocket Bowler
Skeleton Army P.E.K.K.A Zap Rocket Bowler Electro Wizard
Rocket Skeleton Army Bowler P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Skeleton Army Bowler
Arrows Wizard Rocket Zap Electro Wizard
Rocket Skeleton Army P.E.K.K.A Bowler Electro Wizard
P.E.K.K.A Skeleton Army
Zap Rocket P.E.K.K.A Electro Wizard Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Bowler
Rocket Skeleton Army P.E.K.K.A Zap Arrows Bowler Electro Wizard
Rocket Skeleton Army Bowler P.E.K.K.A Wizard
Wizard Skeleton Army Bowler
Skeleton Army Electro Wizard Zap Rocket Bowler P.E.K.K.A
Arrows Bowler Zap Wizard 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.)

Arrows Rocket
Arrows Zap Bowler Electro Wizard
Rocket Arrows
Arrows Rocket
Wizard Rocket Zap Arrows Bowler
Arrows Wizard Zap Rocket
Arrows Wizard Bowler
Arrows Zap Wizard Bowler
Arrows Zap Wizard
Rocket Bowler Electro Wizard
Rocket Zap Arrows Wizard Bowler Electro Wizard
Zap Arrows Wizard Rocket
Rocket Bowler
Arrows Rocket
Zap Arrows
Rocket Zap Arrows Wizard Bowler
Arrows Wizard Rocket Bowler
Arrows Rocket
Rocket
Rocket Zap Arrows Wizard Bowler Electro Wizard
Rocket Zap Arrows Wizard Bowler
Rocket Bowler
Rocket Arrows Wizard
Rocket Bowler
Rocket Zap Arrows
Zap Arrows Wizard Bowler
Arrows Zap Wizard Bowler Electro Wizard
Zap Arrows Wizard Bowler
Rocket Zap Arrows
Zap Arrows Wizard Electro Wizard
Zap Rocket Electro Wizard Wizard
Bowler
Zap Arrows Wizard Rocket
Zap Rocket Arrows Electro Wizard
P.E.K.K.A
Rocket Arrows Wizard Bowler
Zap Electro Wizard Rocket Skeleton Army
Rocket Zap Arrows Wizard Electro Wizard
Arrows
Wizard Rocket Bowler Electro Wizard
Arrows Zap Wizard Bowler
Rocket Zap Arrows
P.E.K.K.A
Zap Rocket Bowler Electro Wizard
Zap Rocket Electro Wizard
Zap Rocket Bowler Electro Wizard

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