My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Missing cards in your collection

Electro Spirit Electro Giant

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Giant Skeleton P.E.K.K.A Golem Mega Knight

Offensive cards

Win conditions

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

Golem

Damage spells

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

Rocket Lightning

Punishments

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

Mega Knight

Pump responses

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

Rocket Lightning

Dropped at the bridge

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

Giant Skeleton P.E.K.K.A Golem Mega Knight

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.

Giant Skeleton Golem

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket Mega Knight

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.

Rocket Giant Skeleton P.E.K.K.A Golem Mega Knight

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Wizard Rocket Giant Skeleton Lightning P.E.K.K.A Mega Knight Golem

Shortest cycle

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

17 Mirror Wizard Rocket Giant Skeleton

Attack Synergies 1 9

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.

Wizard
Giant Skeleton P.E.K.K.A Golem Mega Knight
Rocket
Mirror Golem
Mirror
Rocket Giant Skeleton Lightning
Giant Skeleton
Wizard Mirror Lightning
Lightning
Golem Mirror Giant Skeleton
P.E.K.K.A
Wizard
Golem
Lightning Wizard Rocket
Mega Knight
Wizard

Defense Synergies 0 4

Wizard
Giant Skeleton P.E.K.K.A Mega Knight
Rocket
Mirror
Mega Knight
Giant Skeleton
Wizard
Lightning
P.E.K.K.A
Wizard
Golem
Mega Knight
Wizard Mirror

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 Lightning Wizard
P.E.K.K.A Mega Knight
Rocket P.E.K.K.A Mega Knight Giant Skeleton Lightning
P.E.K.K.A Mega Knight
Lightning Rocket Giant Skeleton P.E.K.K.A Mega Knight
Mega Knight
Rocket Lightning Wizard
Rocket Lightning Giant Skeleton P.E.K.K.A Mega Knight
P.E.K.K.A
Giant Skeleton Mega Knight
Wizard Giant Skeleton Mega Knight
Wizard
P.E.K.K.A Mega Knight Wizard Rocket Giant Skeleton Lightning
Wizard Rocket Mega Knight P.E.K.K.A
P.E.K.K.A Mega Knight
Rocket Lightning P.E.K.K.A Mega Knight
Wizard Mega Knight P.E.K.K.A
Mega Knight Wizard
Wizard Giant Skeleton Mega Knight
P.E.K.K.A
Wizard Mega Knight Giant Skeleton P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Giant Skeleton P.E.K.K.A
Wizard Rocket Lightning Mega Knight
Giant Skeleton P.E.K.K.A Mega Knight Rocket Lightning
Rocket Giant Skeleton Lightning P.E.K.K.A Mega Knight
Giant Skeleton P.E.K.K.A Mega Knight
Wizard Rocket
Rocket P.E.K.K.A Giant Skeleton Lightning
Giant Skeleton P.E.K.K.A Mega Knight
Rocket Giant Skeleton Lightning P.E.K.K.A Mega Knight
P.E.K.K.A
P.E.K.K.A Mega Knight Giant Skeleton
Rocket Lightning P.E.K.K.A Mega Knight Giant Skeleton
Rocket Giant Skeleton Lightning P.E.K.K.A Mega Knight Wizard
Wizard Mega Knight
Rocket Giant Skeleton Lightning P.E.K.K.A
Mega Knight Wizard Giant Skeleton 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.)

Lightning Rocket Giant Skeleton
Rocket Lightning Giant Skeleton
Lightning Rocket Giant Skeleton
Wizard Rocket Mega Knight
Wizard Rocket
Wizard
Wizard Lightning
Wizard Lightning
Rocket Lightning
Rocket Lightning Wizard
Lightning Wizard Rocket
Rocket Lightning
Lightning Rocket
Lightning
Rocket Lightning Wizard
Lightning Wizard Rocket Mega Knight
Lightning Rocket
Rocket Lightning
Rocket Lightning Wizard Mega Knight
Rocket Lightning Wizard Mega Knight
Rocket Lightning Giant Skeleton Mega Knight
Rocket Lightning Wizard
Rocket Lightning
Rocket Lightning
Wizard Mega Knight
Wizard Lightning
Lightning Wizard Mega Knight
Rocket Lightning
Lightning Wizard
Rocket Lightning Wizard
Lightning
Lightning Wizard Rocket Mega Knight
Rocket Lightning
P.E.K.K.A Giant Skeleton Mega Knight
Rocket Wizard Lightning
Lightning Rocket
Rocket Lightning Wizard
Lightning Wizard Rocket Mega Knight
Wizard Lightning
Rocket Lightning Giant Skeleton
P.E.K.K.A Mega Knight
Rocket Giant Skeleton Lightning
Rocket Lightning
Lightning Rocket Giant Skeleton Mega Knight

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