My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Firecracker Hunter 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.

Firecracker Battle Ram Hunter P.E.K.K.A Electro Wizard Lumberjack

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.

Zap Arrows

Punishments

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

Battle Ram Lumberjack

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.

Battle Ram P.E.K.K.A Lumberjack

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 Electro Wizard Lumberjack

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Hunter

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 Battle Ram P.E.K.K.A

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.

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.

Zap Arrows Firecracker Battle Ram Hunter Electro Wizard Lumberjack P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Firecracker Battle Ram

Attack Synergies 7 15

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.

Zap
Arrows Firecracker Battle Ram P.E.K.K.A Electro Wizard Hunter Lumberjack
Arrows
Zap P.E.K.K.A Battle Ram Lumberjack
Firecracker
Zap Battle Ram P.E.K.K.A Lumberjack
Battle Ram
Zap Arrows Firecracker Hunter P.E.K.K.A Electro Wizard Lumberjack
Hunter
Zap Battle Ram P.E.K.K.A Lumberjack
P.E.K.K.A
Zap Arrows Electro Wizard Firecracker Battle Ram Hunter Lumberjack
Electro Wizard
Zap P.E.K.K.A Battle Ram Lumberjack
Lumberjack
Zap Arrows Firecracker Battle Ram Hunter P.E.K.K.A Electro Wizard

Defense Synergies 1 16

Zap
Electro Wizard Arrows Firecracker Hunter P.E.K.K.A Lumberjack
Arrows
Zap P.E.K.K.A Lumberjack
Firecracker
Zap Hunter P.E.K.K.A Electro Wizard Lumberjack
Battle Ram
Hunter
Zap Firecracker P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A
Zap Arrows Firecracker Hunter Electro Wizard
Electro Wizard
Zap Firecracker Hunter P.E.K.K.A Lumberjack
Lumberjack
Zap Arrows Firecracker Hunter Electro 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.

Zap Firecracker Electro Wizard
Hunter P.E.K.K.A Lumberjack Zap Firecracker Electro Wizard
Hunter P.E.K.K.A Lumberjack Electro Wizard
Hunter P.E.K.K.A Lumberjack Firecracker Electro Wizard
Arrows Firecracker P.E.K.K.A Lumberjack
Arrows Zap Firecracker Hunter Electro Wizard Lumberjack
Hunter Electro Wizard Zap Arrows Firecracker
Zap Arrows P.E.K.K.A Electro Wizard
Hunter P.E.K.K.A Lumberjack
Firecracker Hunter Electro Wizard Lumberjack
Electro Wizard Zap Arrows Firecracker Hunter Lumberjack
Arrows Hunter Zap Firecracker Electro Wizard
Hunter P.E.K.K.A Lumberjack Zap Electro Wizard
Zap Arrows Firecracker Hunter P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Hunter Electro Wizard Lumberjack
Zap Hunter P.E.K.K.A Electro Wizard Lumberjack
Arrows Firecracker Hunter P.E.K.K.A Electro Wizard Lumberjack
Arrows Zap Firecracker Hunter Electro Wizard Lumberjack
Zap Arrows Hunter Firecracker Electro Wizard Lumberjack
P.E.K.K.A Hunter Electro Wizard Lumberjack
Arrows Firecracker Hunter P.E.K.K.A Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Firecracker Hunter Lumberjack
P.E.K.K.A Lumberjack Zap Hunter Electro Wizard
Hunter P.E.K.K.A Lumberjack Zap Electro Wizard
P.E.K.K.A Hunter Lumberjack
Arrows Firecracker Zap Hunter Electro Wizard
P.E.K.K.A Hunter Electro Wizard Lumberjack
P.E.K.K.A Hunter Lumberjack
Zap P.E.K.K.A Electro Wizard Firecracker
P.E.K.K.A
P.E.K.K.A Hunter Lumberjack
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Hunter Lumberjack
Firecracker
Electro Wizard Zap Firecracker Hunter P.E.K.K.A Lumberjack
Arrows Zap Firecracker Hunter P.E.K.K.A Electro Wizard
Zap Arrows Electro Wizard
P.E.K.K.A
P.E.K.K.A Hunter Lumberjack

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 Firecracker
Arrows Firecracker Zap Electro Wizard
Arrows
Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Zap Hunter
Arrows Firecracker
Arrows Zap Firecracker Hunter
Arrows Zap Firecracker
Electro Wizard Lumberjack
Firecracker Zap Arrows Electro Wizard
Zap Arrows Firecracker
Firecracker Hunter
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker Hunter
Arrows Firecracker
Arrows
Zap Arrows Firecracker Hunter Electro Wizard
Zap Arrows Firecracker
Arrows
Zap Arrows
Zap Arrows Firecracker Hunter
Arrows Firecracker Zap Hunter Electro Wizard
Zap Arrows
Zap Arrows Firecracker
Zap Arrows Firecracker Hunter Electro Wizard
Zap Electro Wizard Firecracker
Zap Arrows Hunter
Zap Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker
Zap Electro Wizard
Zap Arrows Firecracker Hunter Electro Wizard
Arrows
Firecracker Hunter Electro Wizard Lumberjack
Arrows Zap Firecracker
Zap Arrows
Firecracker P.E.K.K.A
Zap Firecracker Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Electro Wizard
P.E.K.K.A
Firecracker

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