My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Magic Archer

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!
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 Witch

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 Wizard Witch P.E.K.K.A

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 Freeze

Punishments

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

Elite Barbarians 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.

Elite Barbarians Giant 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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard Freeze

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.

Arrows Freeze 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 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 Wizard Witch

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.

Arrows Fireball Freeze Giant Wizard Witch Elite Barbarians P.E.K.K.A

Shortest cycle

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

16 Arrows Fireball Freeze Giant

Attack Synergies 4 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.

Arrows
Elite Barbarians Fireball Giant P.E.K.K.A Freeze
Elite Barbarians
Arrows Fireball Wizard
Fireball
Arrows Elite Barbarians Giant Freeze
Giant
Arrows Fireball Wizard Witch
Wizard
Elite Barbarians Giant P.E.K.K.A
Freeze
Arrows Fireball
Witch
Giant P.E.K.K.A
P.E.K.K.A
Arrows Wizard Witch

Defense Synergies 0 6

Arrows
Fireball P.E.K.K.A
Elite Barbarians
Wizard
Fireball
Arrows Freeze
Giant
Wizard
Elite Barbarians Freeze P.E.K.K.A
Freeze
Fireball Wizard
Witch
P.E.K.K.A
Arrows Wizard

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 Wizard
Elite Barbarians P.E.K.K.A Witch
Witch P.E.K.K.A Elite Barbarians Freeze
Elite Barbarians Witch P.E.K.K.A
Arrows Elite Barbarians Fireball P.E.K.K.A
Arrows Fireball Freeze
Arrows Fireball Wizard Freeze Witch
Arrows Fireball P.E.K.K.A
Witch P.E.K.K.A Elite Barbarians
Elite Barbarians
Witch Arrows Fireball Wizard Freeze
Arrows Fireball Wizard Witch
P.E.K.K.A Elite Barbarians Fireball Wizard Freeze Witch
Fireball Wizard Arrows Freeze Witch P.E.K.K.A
Elite Barbarians P.E.K.K.A
Elite Barbarians Fireball Freeze P.E.K.K.A
Wizard Arrows Elite Barbarians Fireball Witch P.E.K.K.A
Arrows Fireball Elite Barbarians Wizard Witch
Arrows Wizard Freeze Witch Fireball
P.E.K.K.A Elite Barbarians
Wizard Arrows Elite Barbarians Fireball Witch P.E.K.K.A

Counters to secondary win conditions

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

Elite Barbarians Fireball Witch P.E.K.K.A
Fireball Arrows Elite Barbarians Wizard
P.E.K.K.A Elite Barbarians Witch
P.E.K.K.A Elite Barbarians Fireball
P.E.K.K.A Elite Barbarians Witch
Arrows Fireball Wizard Freeze Witch
P.E.K.K.A Elite Barbarians Fireball Witch
P.E.K.K.A Elite Barbarians
Freeze P.E.K.K.A Elite Barbarians Fireball Witch
Witch P.E.K.K.A
P.E.K.K.A Elite Barbarians Witch
P.E.K.K.A Arrows Elite Barbarians Fireball
Elite Barbarians P.E.K.K.A Fireball Wizard Witch
Wizard Fireball Witch
Elite Barbarians Witch Fireball Freeze P.E.K.K.A
Arrows Elite Barbarians Fireball Wizard Freeze Witch 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.)

Fireball Arrows Freeze
Arrows Fireball
Arrows Fireball
Arrows Fireball Freeze
Fireball Wizard Arrows
Arrows Fireball Wizard Freeze Witch
Arrows Wizard Witch
Arrows Fireball Wizard Freeze
Arrows Fireball Wizard
Elite Barbarians Fireball
Arrows Fireball Wizard
Fireball Arrows Wizard
Elite Barbarians Fireball
Arrows Fireball Freeze
Arrows Elite Barbarians Fireball
Arrows Fireball Wizard Witch
Arrows Fireball Wizard
Arrows Fireball Freeze
Arrows Fireball Wizard
Arrows Fireball Wizard Witch
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Freeze Fireball Wizard Witch
Witch
Arrows Fireball Wizard Witch
Fireball Arrows Wizard Witch
Fireball Arrows
Elite Barbarians Arrows Fireball Wizard Witch
Fireball Wizard Freeze Witch
Elite Barbarians Fireball
Arrows Fireball Wizard
Arrows Fireball Freeze
P.E.K.K.A
Arrows Fireball Wizard
Fireball Freeze Witch
Fireball Arrows Wizard Witch
Freeze
Arrows Fireball
Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Elite Barbarians P.E.K.K.A
Elite Barbarians Fireball Freeze Witch
Fireball Witch
Fireball Freeze Witch

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