My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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.

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 P.E.K.K.A Lumberjack

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 Rocket

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 Lumberjack

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.

Mini P.E.K.K.A P.E.K.K.A Lumberjack

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 Lumberjack

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 Lumberjack
Zap
Skeleton Army
Barbarian Barrel
Wizard Skeleton Army Lumberjack
The Log
Mini P.E.K.K.A Skeleton Army Lumberjack
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Mini P.E.K.K.A Wizard Skeleton Army P.E.K.K.A Lumberjack
Fireball
Wizard Skeleton Army Lumberjack
Poison
Wizard Skeleton Army
Lightning
Mini P.E.K.K.A Wizard Lumberjack
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Rocket

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.

Mini P.E.K.K.A Rocket Skeleton Army 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

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.

Mirror Zap Skeleton Army Mini P.E.K.K.A Lumberjack Wizard Rocket P.E.K.K.A

Shortest cycle

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

9 Mirror Zap Skeleton Army Mini P.E.K.K.A

Attack Synergies 2 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.

Zap
Mirror P.E.K.K.A Mini P.E.K.K.A Lumberjack
Mini P.E.K.K.A
Zap Wizard Mirror Lumberjack
Wizard
Mini P.E.K.K.A P.E.K.K.A Lumberjack
Rocket
Mirror
Mirror
Zap Mini P.E.K.K.A Rocket Skeleton Army Lumberjack
Skeleton Army
Mirror
P.E.K.K.A
Zap Wizard Lumberjack
Lumberjack
Zap Mini P.E.K.K.A Wizard Mirror P.E.K.K.A

Defense Synergies 3 11

Zap
Mini P.E.K.K.A Mirror Skeleton Army P.E.K.K.A Lumberjack
Mini P.E.K.K.A
Zap Wizard Mirror Skeleton Army
Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Lumberjack
Rocket
Mirror
Zap Skeleton Army Mini P.E.K.K.A Lumberjack
Skeleton Army
Mirror Zap Mini P.E.K.K.A Wizard Lumberjack
P.E.K.K.A
Zap Wizard
Lumberjack
Zap Wizard Mirror Skeleton Army

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 Zap Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Lumberjack Zap
Mini P.E.K.K.A Rocket Skeleton Army P.E.K.K.A Lumberjack
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Lumberjack
Mini P.E.K.K.A Rocket Skeleton Army P.E.K.K.A Lumberjack
Skeleton Army Zap Lumberjack
Rocket Zap Wizard
Rocket Zap P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Skeleton Army Lumberjack
Skeleton Army Mini P.E.K.K.A Lumberjack
Skeleton Army Zap Wizard Lumberjack
Zap Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Lumberjack Zap Wizard Rocket
Wizard Rocket Skeleton Army Zap Mini P.E.K.K.A P.E.K.K.A Lumberjack
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Lumberjack
Rocket Skeleton Army Zap Mini P.E.K.K.A P.E.K.K.A Lumberjack
Wizard Mini P.E.K.K.A Skeleton Army P.E.K.K.A Lumberjack
Zap Wizard Skeleton Army Lumberjack
Zap Wizard Lumberjack
Mini P.E.K.K.A P.E.K.K.A Lumberjack
Wizard Skeleton Army Mini P.E.K.K.A P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Lumberjack Zap P.E.K.K.A
Zap Mini P.E.K.K.A Wizard Rocket Lumberjack
Skeleton Army P.E.K.K.A Lumberjack Zap Mini P.E.K.K.A Rocket
Mini P.E.K.K.A Rocket Skeleton Army P.E.K.K.A Lumberjack Zap
P.E.K.K.A Mini P.E.K.K.A Skeleton Army Lumberjack
Wizard Rocket Zap
Mini P.E.K.K.A Rocket Skeleton Army P.E.K.K.A Lumberjack
Mini P.E.K.K.A P.E.K.K.A Skeleton Army Lumberjack
Zap Rocket P.E.K.K.A Mini P.E.K.K.A Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Mini P.E.K.K.A Lumberjack
Rocket Skeleton Army P.E.K.K.A Zap
Mini P.E.K.K.A Rocket Skeleton Army P.E.K.K.A Wizard Lumberjack
Wizard Skeleton Army
Skeleton Army Zap Mini P.E.K.K.A Rocket P.E.K.K.A Lumberjack
Zap Mini P.E.K.K.A Wizard 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.)

Rocket
Zap
Rocket
Rocket
Wizard Rocket Zap
Wizard Zap Rocket
Wizard
Zap Wizard
Zap Wizard
Rocket Mini P.E.K.K.A Lumberjack
Rocket Zap Wizard
Zap Wizard Rocket
Rocket
Rocket
Zap
Rocket Zap Wizard
Wizard Rocket
Rocket
Mini P.E.K.K.A Rocket
Rocket Zap Mini P.E.K.K.A Wizard
Rocket Zap Wizard
Rocket
Rocket Wizard
Rocket
Rocket Zap
Zap Wizard
Zap Wizard
Zap Wizard
Rocket Zap
Zap Wizard
Zap Rocket Wizard
Mini P.E.K.K.A
Zap Wizard Rocket
Zap Rocket
P.E.K.K.A
Rocket Wizard
Zap Rocket Skeleton Army
Rocket Zap Wizard
Mini P.E.K.K.A Wizard Rocket Lumberjack
Zap Wizard
Rocket Zap
P.E.K.K.A
Zap Rocket
Zap Rocket
Zap Rocket

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