My Best Clash Royale Deck

Deck Check Rating

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

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 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!

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.

Ice Spirit Wizard 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

Punishments

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

Elite Barbarians

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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Arrows Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Arrows 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.

Ice Spirit Arrows Rocket 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.

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.

Ice Spirit 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Zap Arrows Electro Wizard Wizard Elite Barbarians Rocket P.E.K.K.A

Shortest cycle

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

10 Ice Spirit Zap Arrows Electro Wizard

Attack Synergies 9 3

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.

Ice Spirit
Zap P.E.K.K.A Elite Barbarians
Zap
Ice Spirit Arrows Elite Barbarians P.E.K.K.A Electro Wizard
Arrows
Zap Elite Barbarians P.E.K.K.A
Elite Barbarians
Zap Arrows Ice Spirit Wizard
Wizard
Elite Barbarians P.E.K.K.A
Rocket
P.E.K.K.A
Ice Spirit Zap Arrows Electro Wizard Wizard
Electro Wizard
Zap P.E.K.K.A

Defense Synergies 2 13

Ice Spirit
Zap Elite Barbarians Wizard Rocket P.E.K.K.A Electro Wizard
Zap
Ice Spirit Electro Wizard Arrows Elite Barbarians P.E.K.K.A
Arrows
Zap P.E.K.K.A
Elite Barbarians
Ice Spirit Zap Wizard
Wizard
Ice Spirit Elite Barbarians P.E.K.K.A Electro Wizard
Rocket
Ice Spirit
P.E.K.K.A
Ice Spirit Zap Arrows Wizard Electro Wizard
Electro Wizard
Zap Ice Spirit Wizard 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 Zap Wizard Electro Wizard
Elite Barbarians P.E.K.K.A Ice Spirit Zap Electro Wizard
Rocket P.E.K.K.A Elite Barbarians Electro Wizard
Elite Barbarians P.E.K.K.A Electro Wizard
Arrows Elite Barbarians Rocket P.E.K.K.A
Arrows Zap Electro Wizard
Rocket Electro Wizard Ice Spirit Zap Arrows Wizard
Rocket Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Elite Barbarians
Elite Barbarians Ice Spirit Electro Wizard
Electro Wizard Zap Arrows Wizard
Arrows Zap Wizard Electro Wizard
P.E.K.K.A Ice Spirit Zap Elite Barbarians Wizard Rocket Electro Wizard
Wizard Rocket Ice Spirit Zap Arrows P.E.K.K.A Electro Wizard
Elite Barbarians P.E.K.K.A Electro Wizard
Rocket Ice Spirit Zap Elite Barbarians P.E.K.K.A Electro Wizard
Wizard Arrows Elite Barbarians P.E.K.K.A Electro Wizard
Ice Spirit Arrows Zap Elite Barbarians Wizard Electro Wizard
Zap Arrows Wizard Ice Spirit Electro Wizard
P.E.K.K.A Elite Barbarians Electro Wizard
Wizard Arrows Elite Barbarians 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.

Zap Elite Barbarians P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Elite Barbarians Wizard Rocket
P.E.K.K.A Ice Spirit Zap Elite Barbarians Rocket Electro Wizard
Rocket P.E.K.K.A Zap Elite Barbarians Electro Wizard
P.E.K.K.A Elite Barbarians
Arrows Wizard Rocket Ice Spirit Zap Electro Wizard
Rocket P.E.K.K.A Elite Barbarians Electro Wizard
P.E.K.K.A Elite Barbarians
Zap Rocket P.E.K.K.A Electro Wizard Ice Spirit Elite Barbarians
P.E.K.K.A
P.E.K.K.A Elite Barbarians
Rocket P.E.K.K.A Zap Arrows Elite Barbarians Electro Wizard
Elite Barbarians Rocket P.E.K.K.A Wizard
Wizard
Elite Barbarians Electro Wizard Ice Spirit Zap Rocket P.E.K.K.A
Arrows Zap Elite Barbarians 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 Electro Wizard
Rocket Arrows
Arrows Rocket
Wizard Rocket Zap Arrows
Arrows Wizard Ice Spirit Zap Rocket
Arrows Wizard
Arrows Ice Spirit Zap Wizard
Arrows Zap Wizard
Rocket Elite Barbarians Electro Wizard
Rocket Zap Arrows Wizard Electro Wizard
Zap Arrows Wizard Rocket
Rocket Elite Barbarians
Arrows Rocket
Zap Arrows Elite Barbarians
Rocket Zap Arrows Wizard
Arrows Wizard Rocket
Arrows Rocket
Rocket
Rocket Zap Arrows Wizard Electro Wizard
Rocket Zap Arrows Wizard
Rocket
Rocket Arrows Wizard
Rocket
Rocket Zap Arrows
Zap Arrows Ice Spirit Wizard
Arrows Zap Wizard Electro Wizard
Zap Arrows Wizard
Rocket Zap Arrows
Elite Barbarians Zap Arrows Wizard Electro Wizard
Zap Rocket Electro Wizard Ice Spirit Wizard
Elite Barbarians
Zap Arrows Wizard Rocket
Zap Rocket Ice Spirit Arrows Electro Wizard
P.E.K.K.A
Rocket Arrows Wizard
Zap Electro Wizard Ice Spirit Rocket
Rocket Zap Arrows Wizard Electro Wizard
Arrows
Wizard Rocket Electro Wizard
Arrows Zap Wizard
Rocket Zap Arrows
Elite Barbarians P.E.K.K.A
Zap Ice Spirit Elite Barbarians Rocket Electro Wizard
Zap Rocket Electro Wizard
Zap Rocket Electro Wizard

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