My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker 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.

Knight Firecracker Battle Ram P.E.K.K.A Bandit Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Fireball The Log

Punishments

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

Battle Ram Bandit

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.

Knight Battle Ram P.E.K.K.A Bandit

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.

Firecracker Bandit 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
Battle Ram Bandit
Giant Snowball
Battle Ram
Zap
Firecracker Battle Ram Bandit
Barbarian Barrel
Knight Firecracker Battle Ram Bandit Electro Wizard
The Log
Firecracker Battle Ram Bandit
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Knight Firecracker Battle Ram P.E.K.K.A Bandit Electro Wizard
Fireball
Firecracker Battle Ram Bandit Electro Wizard
Poison
Firecracker Electro Wizard
Lightning
Knight Battle Ram Bandit Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball 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.

Knight Battle Ram 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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Knight Firecracker Bandit Fireball Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

11 The Log Knight Firecracker Bandit

Attack Synergies 5 14

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.

Knight
Firecracker Battle Ram Fireball The Log Electro Wizard
Firecracker
Knight Battle Ram P.E.K.K.A Bandit
Fireball
Knight Battle Ram The Log Electro Wizard
Battle Ram
Knight The Log Bandit Firecracker Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A
Electro Wizard Firecracker Battle Ram The Log
The Log
Battle Ram Knight Fireball P.E.K.K.A Bandit
Bandit
Battle Ram Firecracker The Log Electro Wizard
Electro Wizard
P.E.K.K.A Knight Fireball Battle Ram Bandit

Defense Synergies 5 11

Knight
Firecracker Electro Wizard Fireball The Log
Firecracker
Knight The Log P.E.K.K.A Bandit Electro Wizard
Fireball
The Log Knight Bandit Electro Wizard
Battle Ram
P.E.K.K.A
The Log Firecracker Electro Wizard
The Log
Firecracker Fireball P.E.K.K.A Knight Bandit Electro Wizard
Bandit
Firecracker Fireball The Log Electro Wizard
Electro Wizard
Knight Firecracker Fireball P.E.K.K.A The Log Bandit

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.

Knight Firecracker Fireball The Log Electro Wizard
P.E.K.K.A Knight Firecracker The Log Bandit Electro Wizard
P.E.K.K.A Knight Bandit Electro Wizard
P.E.K.K.A Knight Firecracker Bandit Electro Wizard
Firecracker Fireball P.E.K.K.A The Log
Fireball The Log Firecracker Bandit Electro Wizard
Electro Wizard Firecracker Fireball
Fireball P.E.K.K.A The Log Bandit Electro Wizard
P.E.K.K.A
Knight Firecracker Bandit Electro Wizard
Electro Wizard Knight Firecracker Fireball The Log Bandit
Firecracker Fireball Electro Wizard
P.E.K.K.A Knight Fireball The Log Bandit Electro Wizard
Fireball Firecracker P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Bandit Electro Wizard
Fireball P.E.K.K.A The Log Bandit Electro Wizard
Knight Firecracker Fireball P.E.K.K.A Electro Wizard
Fireball Knight Firecracker The Log Bandit Electro Wizard
The Log Knight Firecracker Fireball Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Knight Firecracker Fireball P.E.K.K.A The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Fireball P.E.K.K.A Bandit Electro Wizard
Fireball Bandit Electro Wizard Knight Firecracker The Log
P.E.K.K.A Bandit Knight The Log Electro Wizard
P.E.K.K.A Knight Fireball The Log Bandit Electro Wizard
P.E.K.K.A Knight Bandit
Firecracker Fireball Electro Wizard
P.E.K.K.A Knight Fireball Bandit Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Knight Firecracker Fireball The Log Bandit
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Fireball The Log Electro Wizard
P.E.K.K.A Knight Fireball Bandit
Firecracker Fireball
Electro Wizard Knight Firecracker Fireball P.E.K.K.A The Log
Firecracker Fireball 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.)

Fireball Knight Firecracker The Log Bandit
Firecracker Fireball The Log Bandit Electro Wizard
Fireball The Log Bandit
Knight Firecracker Fireball The Log
Fireball Firecracker The Log
Firecracker Fireball
Firecracker The Log
Fireball The Log Firecracker
Fireball The Log Firecracker Bandit
Fireball Electro Wizard
Firecracker Knight Fireball The Log Bandit Electro Wizard
Fireball Firecracker
Knight Firecracker Fireball The Log Bandit
Firecracker Fireball Bandit
Firecracker Fireball The Log
Firecracker Fireball The Log Bandit
Firecracker Fireball The Log Bandit
Fireball
Firecracker Fireball The Log Bandit Electro Wizard
Firecracker Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
Firecracker The Log Fireball
Firecracker Fireball The Log Bandit Electro Wizard
Fireball The Log Bandit
Fireball Firecracker The Log Bandit
Firecracker Fireball Electro Wizard
Electro Wizard Firecracker Fireball
Fireball
Fireball The Log Bandit
Firecracker Fireball Electro Wizard
P.E.K.K.A
Firecracker Fireball The Log
Electro Wizard Fireball Bandit
Fireball Firecracker Electro Wizard
The Log Fireball
Fireball Knight Firecracker Electro Wizard
The Log Firecracker Fireball
Fireball
Firecracker P.E.K.K.A
Firecracker Fireball The Log Electro Wizard
Firecracker Fireball Electro Wizard
Firecracker Fireball The Log Bandit Electro Wizard

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