My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Missing cards in your collection

Magic Archer Night Witch

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 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 No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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.

Archers Furnace Ice Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Furnace

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 Archers Furnace Giant Skeleton P.E.K.K.A Ice 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.

Arrows

Pump responses

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

Missing

Dropped at the bridge

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

Ice Spirit Giant Skeleton 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.

Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Furnace Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Furnace Ice Wizard

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 Clone Giant Skeleton P.E.K.K.A Ice Wizard

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 Furnace Ice 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.

Ice Spirit Archers Arrows Clone Ice Wizard Furnace Giant Skeleton P.E.K.K.A

Shortest cycle

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

10 Ice Spirit Archers Arrows Clone

Attack Synergies 3 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.

Ice Spirit
P.E.K.K.A Archers Furnace Giant Skeleton
Archers
Ice Spirit Arrows Giant Skeleton P.E.K.K.A
Arrows
P.E.K.K.A Archers Giant Skeleton
Furnace
Ice Spirit Giant Skeleton P.E.K.K.A
Clone
Giant Skeleton
Giant Skeleton
Clone Ice Spirit Archers Arrows Furnace Ice Wizard
P.E.K.K.A
Ice Spirit Arrows Archers Furnace Ice Wizard
Ice Wizard
Giant Skeleton P.E.K.K.A

Defense Synergies 0 16

Ice Spirit
Archers Furnace Giant Skeleton P.E.K.K.A Ice Wizard
Archers
Ice Spirit Furnace Giant Skeleton P.E.K.K.A Ice Wizard
Arrows
Furnace Giant Skeleton P.E.K.K.A Ice Wizard
Furnace
Ice Spirit Archers Arrows Ice Wizard
Clone
Giant Skeleton
Ice Spirit Archers Arrows Ice Wizard
P.E.K.K.A
Ice Spirit Archers Arrows Ice Wizard
Ice Wizard
Ice Spirit Archers Arrows Furnace Giant Skeleton 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.

P.E.K.K.A Ice Spirit Furnace Ice Wizard
Furnace P.E.K.K.A Archers Giant Skeleton Ice Wizard
P.E.K.K.A Furnace Ice Wizard
Arrows Giant Skeleton P.E.K.K.A
Arrows Archers Furnace Ice Wizard
Furnace Ice Spirit Archers Arrows Ice Wizard
Arrows Giant Skeleton P.E.K.K.A
P.E.K.K.A Furnace Ice Wizard
Ice Spirit Archers Giant Skeleton Ice Wizard
Archers Ice Wizard Arrows Furnace Giant Skeleton
Arrows Archers Furnace Ice Wizard
Furnace P.E.K.K.A Ice Spirit Giant Skeleton Ice Wizard
Ice Spirit Arrows Furnace P.E.K.K.A
P.E.K.K.A Furnace
Ice Spirit Furnace P.E.K.K.A
Arrows Furnace P.E.K.K.A
Ice Spirit Arrows Archers Furnace Ice Wizard
Arrows Furnace Ice Spirit Archers Giant Skeleton Ice Wizard
P.E.K.K.A
Archers Arrows Furnace 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.

Archers Furnace Giant Skeleton P.E.K.K.A
Archers Arrows
Giant Skeleton P.E.K.K.A Ice Spirit Furnace
Giant Skeleton P.E.K.K.A
Giant Skeleton P.E.K.K.A
Arrows Furnace Ice Spirit Archers Ice Wizard
P.E.K.K.A Archers Furnace Giant Skeleton Ice Wizard
Giant Skeleton P.E.K.K.A
Giant Skeleton P.E.K.K.A Ice Spirit
P.E.K.K.A
P.E.K.K.A Giant Skeleton
P.E.K.K.A Arrows Giant Skeleton
Giant Skeleton P.E.K.K.A
Archers Furnace
Ice Spirit Archers Furnace Giant Skeleton P.E.K.K.A
Arrows Archers Giant Skeleton P.E.K.K.A Ice 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 Giant Skeleton
Arrows Ice Wizard
Arrows Giant Skeleton
Arrows Giant Skeleton
Arrows Furnace
Arrows Ice Spirit Furnace Ice Wizard
Archers Arrows Furnace
Arrows Ice Spirit Ice Wizard
Arrows
Arrows
Archers Arrows
Arrows
Arrows Furnace
Arrows Furnace
Arrows Furnace
Arrows
Archers Arrows
Arrows
Giant Skeleton
Arrows
Arrows
Arrows Ice Spirit Furnace Ice Wizard
Arrows Ice Wizard
Arrows
Arrows
Archers Arrows Furnace Ice Wizard
Ice Spirit
Arrows
Ice Spirit Arrows
P.E.K.K.A Giant Skeleton
Arrows
Ice Spirit Archers
Archers Arrows Ice Wizard
Arrows
Arrows
Arrows Giant Skeleton
P.E.K.K.A
Ice Spirit Giant Skeleton
Giant Skeleton

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