My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Giant Snowball Royal Hogs The Log Royal Ghost Bandit Electro Wizard

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!
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!

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.

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.

Arrows Freeze The Log

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.

Missing

Dropped at the bridge

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

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
Elite Barbarians Wizard Electro Wizard
The Log
Elite Barbarians
Earthquake
Arrows
Royal Delivery
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.

Arrows Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Freeze The Log

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

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror The Log Arrows Freeze Electro Wizard Wizard Elite Barbarians P.E.K.K.A

Shortest cycle

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

9 Mirror The Log Arrows Freeze

Attack Synergies 5 6

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 Mirror P.E.K.K.A Freeze
Elite Barbarians
Arrows Wizard The Log
Wizard
Elite Barbarians P.E.K.K.A
Mirror
Arrows The Log Freeze
Freeze
Arrows Mirror
P.E.K.K.A
Arrows Electro Wizard Wizard The Log
The Log
Mirror Elite Barbarians P.E.K.K.A
Electro Wizard
P.E.K.K.A

Defense Synergies 2 12

Arrows
Mirror P.E.K.K.A
Elite Barbarians
Wizard The Log
Wizard
Elite Barbarians Freeze P.E.K.K.A The Log Electro Wizard
Mirror
Arrows The Log Electro Wizard
Freeze
Wizard Electro Wizard
P.E.K.K.A
The Log Arrows Wizard Electro Wizard
The Log
P.E.K.K.A Elite Barbarians Wizard Mirror Electro Wizard
Electro Wizard
Wizard Mirror Freeze P.E.K.K.A The Log

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.

Wizard The Log Electro Wizard
Elite Barbarians P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Elite Barbarians Freeze Electro Wizard
Elite Barbarians P.E.K.K.A Electro Wizard
Arrows Elite Barbarians P.E.K.K.A The Log
Arrows Freeze The Log Electro Wizard
Electro Wizard Arrows Wizard Freeze
Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Elite Barbarians
Elite Barbarians Electro Wizard
Electro Wizard Arrows Wizard Freeze The Log
Arrows Wizard Electro Wizard
P.E.K.K.A Elite Barbarians Wizard Freeze The Log Electro Wizard
Wizard Arrows Freeze P.E.K.K.A The Log Electro Wizard
Elite Barbarians P.E.K.K.A Electro Wizard
Elite Barbarians Freeze P.E.K.K.A The Log Electro Wizard
Wizard Arrows Elite Barbarians P.E.K.K.A Electro Wizard
Arrows Elite Barbarians Wizard The Log Electro Wizard
Arrows Wizard Freeze The Log Electro Wizard
P.E.K.K.A Elite Barbarians Electro Wizard
Wizard Arrows Elite Barbarians P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Elite Barbarians P.E.K.K.A Electro Wizard
Electro Wizard Arrows Elite Barbarians Wizard The Log
P.E.K.K.A Elite Barbarians The Log Electro Wizard
P.E.K.K.A Elite Barbarians The Log Electro Wizard
P.E.K.K.A Elite Barbarians
Arrows Wizard Freeze Electro Wizard
P.E.K.K.A Elite Barbarians Electro Wizard
P.E.K.K.A Elite Barbarians
Freeze P.E.K.K.A Electro Wizard Elite Barbarians The Log
P.E.K.K.A
P.E.K.K.A Elite Barbarians
P.E.K.K.A Arrows Elite Barbarians The Log Electro Wizard
Elite Barbarians P.E.K.K.A Wizard
Wizard
Elite Barbarians Electro Wizard Freeze P.E.K.K.A The Log
Arrows Elite Barbarians Wizard Freeze P.E.K.K.A The Log 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 Freeze The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows Freeze The Log
Wizard Arrows The Log
Arrows Wizard Freeze
Arrows Wizard The Log
Arrows The Log Wizard Freeze
Arrows The Log Wizard
Elite Barbarians Electro Wizard
Arrows Wizard The Log Electro Wizard
Arrows Wizard
Elite Barbarians The Log
Arrows Freeze
Arrows Elite Barbarians The Log
Arrows Wizard The Log
Arrows Wizard The Log
Arrows Freeze
Arrows Wizard The Log Electro Wizard
Arrows Wizard The Log
The Log
Arrows Wizard
The Log
Arrows The Log
Arrows Freeze The Log Wizard
Arrows The Log Wizard Electro Wizard
Arrows Wizard The Log
Arrows The Log
Elite Barbarians Arrows Wizard Electro Wizard
Electro Wizard Wizard Freeze
Elite Barbarians
Arrows Wizard The Log
Arrows Freeze Electro Wizard
P.E.K.K.A
Arrows Wizard The Log
Electro Wizard Freeze
Arrows Wizard Electro Wizard
Freeze
Arrows The Log
Wizard Electro Wizard
Arrows The Log Wizard
Arrows
Elite Barbarians P.E.K.K.A
Elite Barbarians Freeze The Log Electro Wizard
Electro Wizard
Freeze The Log Electro Wizard

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