My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Missing cards in your collection

Wall Breakers

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 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.

Fire Spirit Bats 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.

Bats 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 Fireball Rocket

Pump responses

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

Fireball Rocket

Dropped at the bridge

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

Fire Spirit 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Fireball Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Fireball 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.

Fire Spirit Bats 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.

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.

Fire Spirit Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Arrows Fireball Electro Wizard Wizard Rocket P.E.K.K.A

Shortest cycle

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

10 Fire Spirit Bats Arrows Fireball

Attack Synergies 4 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.

Fire Spirit
P.E.K.K.A
Bats
P.E.K.K.A
Arrows
Fireball P.E.K.K.A
Fireball
Arrows Electro Wizard
Wizard
P.E.K.K.A
Rocket
P.E.K.K.A
Fire Spirit Arrows Electro Wizard Bats Wizard
Electro Wizard
P.E.K.K.A Fireball

Defense Synergies 0 10

Fire Spirit
P.E.K.K.A Electro Wizard
Bats
P.E.K.K.A Electro Wizard
Arrows
Fireball P.E.K.K.A
Fireball
Arrows Electro Wizard
Wizard
P.E.K.K.A Electro Wizard
Rocket
P.E.K.K.A
Fire Spirit Bats Arrows Wizard Electro Wizard
Electro Wizard
Fire Spirit Bats Fireball 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 Fireball Wizard Electro Wizard
P.E.K.K.A Bats Electro Wizard
Rocket P.E.K.K.A Fire Spirit Bats Electro Wizard
P.E.K.K.A Bats Electro Wizard
Arrows Fireball Rocket P.E.K.K.A
Arrows Fireball Fire Spirit Bats Electro Wizard
Bats Rocket Electro Wizard Fire Spirit Arrows Fireball Wizard
Rocket Arrows Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A
Fire Spirit Electro Wizard
Bats Electro Wizard Arrows Fireball Wizard
Arrows Bats Fireball Wizard Electro Wizard
P.E.K.K.A Fire Spirit Bats Fireball Wizard Rocket Electro Wizard
Fire Spirit Fireball Wizard Rocket Bats Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Rocket Fireball P.E.K.K.A Electro Wizard
Wizard Bats Arrows Fireball P.E.K.K.A Electro Wizard
Fire Spirit Arrows Fireball Bats Wizard Electro Wizard
Arrows Wizard Fire Spirit Bats Fireball Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Fire Spirit Bats Arrows Fireball 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.

Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Arrows Wizard Rocket
P.E.K.K.A Bats Rocket Electro Wizard
Rocket P.E.K.K.A Bats Fireball Electro Wizard
P.E.K.K.A
Fire Spirit Arrows Fireball Wizard Rocket Bats Electro Wizard
Rocket P.E.K.K.A Bats Fireball Electro Wizard
P.E.K.K.A
Rocket P.E.K.K.A Electro Wizard Bats Fireball
P.E.K.K.A
P.E.K.K.A Bats
Rocket P.E.K.K.A Arrows Fireball Electro Wizard
Rocket P.E.K.K.A Fireball Wizard
Wizard Fireball
Electro Wizard Bats Fireball Rocket P.E.K.K.A
Bats Arrows Fireball 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.)

Fireball Arrows Rocket
Arrows Fireball Electro Wizard
Rocket Arrows Fireball
Arrows Fireball Rocket
Fireball Wizard Rocket Fire Spirit Arrows
Arrows Fireball Wizard Fire Spirit Bats Rocket
Fire Spirit Arrows Wizard
Arrows Fireball Fire Spirit Wizard
Arrows Fireball Wizard
Rocket Fire Spirit Bats Fireball Electro Wizard
Rocket Arrows Fireball Wizard Electro Wizard
Fireball Fire Spirit Arrows Wizard Rocket
Rocket Fire Spirit Fireball
Arrows Fireball Rocket
Arrows Fireball
Rocket Arrows Fireball Wizard
Arrows Fireball Wizard Rocket
Arrows Fireball Rocket
Bats Rocket
Rocket Fire Spirit Arrows Fireball Wizard Electro Wizard
Rocket Fire Spirit Arrows Fireball Wizard
Rocket Fireball
Rocket Arrows Fireball Wizard
Rocket
Rocket Arrows Fireball
Arrows Fire Spirit Fireball Wizard
Arrows Fireball Wizard Electro Wizard
Fireball Arrows Wizard
Fireball Rocket Arrows
Fire Spirit Bats Arrows Fireball Wizard Electro Wizard
Rocket Electro Wizard Bats Fireball Wizard
Fireball
Arrows Fireball Wizard Rocket
Rocket Arrows Fireball Electro Wizard
P.E.K.K.A
Rocket Arrows Fireball Wizard
Electro Wizard Fire Spirit Bats Fireball Rocket
Fireball Rocket Fire Spirit Arrows Wizard Electro Wizard
Arrows Fireball
Fireball Wizard Rocket Electro Wizard
Arrows Fireball Wizard
Rocket Arrows Fireball
P.E.K.K.A
Bats Fireball Rocket Electro Wizard
Bats Fireball Rocket Electro Wizard
Fireball Rocket Electro Wizard

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