My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Bandit Golden Knight

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!
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.

Firecracker Inferno Tower Electro Wizard

Defensive buildings

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

Inferno Tower

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 P.E.K.K.A Electro Wizard Mighty Miner

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.

Rage The Log

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.

Knight P.E.K.K.A Mighty Miner

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 Mighty Miner

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
Mighty Miner
Giant Snowball
Mighty Miner
Zap
Firecracker Inferno Tower Mighty Miner
Barbarian Barrel
Knight Firecracker Inferno Tower Electro Wizard
The Log
Firecracker
Earthquake
Firecracker Inferno Tower
Arrows
Firecracker
Royal Delivery
Knight Firecracker P.E.K.K.A Electro Wizard
Fireball
Firecracker Inferno Tower Electro Wizard Mighty Miner
Poison
Firecracker Inferno Tower Electro Wizard
Lightning
Knight Inferno Tower Electro Wizard Mighty Miner
Rocket
Inferno Tower Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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 Inferno Tower Rage P.E.K.K.A Mighty Miner

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage The Log Knight Firecracker Electro Wizard Mighty Miner Inferno Tower P.E.K.K.A

Shortest cycle

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

10 Rage The Log Knight Firecracker

Attack Synergies 2 5

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 The Log Electro Wizard
Firecracker
Knight P.E.K.K.A
Inferno Tower
Rage
Electro Wizard
P.E.K.K.A
Electro Wizard Firecracker The Log
The Log
Knight P.E.K.K.A
Electro Wizard
P.E.K.K.A Knight Rage
Mighty Miner

Defense Synergies 7 6

Knight
Firecracker Inferno Tower Electro Wizard The Log
Firecracker
Knight The Log Inferno Tower P.E.K.K.A Electro Wizard
Inferno Tower
Knight The Log Electro Wizard Firecracker
Rage
P.E.K.K.A
The Log Firecracker Electro Wizard
The Log
Firecracker Inferno Tower P.E.K.K.A Knight Electro Wizard
Electro Wizard
Knight Inferno Tower Firecracker P.E.K.K.A The Log
Mighty Miner

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 Inferno Tower The Log Electro Wizard
Inferno Tower P.E.K.K.A Knight Firecracker The Log Electro Wizard
Inferno Tower P.E.K.K.A Knight Electro Wizard
Inferno Tower P.E.K.K.A Knight Firecracker Electro Wizard
Firecracker P.E.K.K.A The Log
The Log Firecracker Electro Wizard
Inferno Tower Electro Wizard Firecracker
Inferno Tower P.E.K.K.A The Log Electro Wizard
Inferno Tower P.E.K.K.A Mighty Miner
Knight Firecracker Inferno Tower Electro Wizard
Electro Wizard Knight Firecracker The Log
Inferno Tower Firecracker Electro Wizard
Inferno Tower P.E.K.K.A Knight The Log Electro Wizard
Firecracker P.E.K.K.A The Log Electro Wizard
Inferno Tower P.E.K.K.A Knight Electro Wizard
Inferno Tower P.E.K.K.A The Log Electro Wizard
Knight Firecracker Inferno Tower P.E.K.K.A Electro Wizard
Knight Firecracker The Log Electro Wizard
The Log Knight Firecracker Electro Wizard
P.E.K.K.A Inferno Tower Electro Wizard
Knight Firecracker 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.

Knight Inferno Tower P.E.K.K.A Electro Wizard
Electro Wizard Knight Firecracker The Log
P.E.K.K.A Knight Inferno Tower The Log Electro Wizard
P.E.K.K.A Knight Inferno Tower The Log Electro Wizard
Inferno Tower P.E.K.K.A Knight Mighty Miner
Firecracker Electro Wizard
P.E.K.K.A Knight Inferno Tower Electro Wizard
Inferno Tower P.E.K.K.A Mighty Miner Knight
P.E.K.K.A Electro Wizard Knight Firecracker Inferno Tower The Log
Inferno Tower P.E.K.K.A
P.E.K.K.A Knight Inferno Tower
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Inferno Tower
Firecracker
Inferno Tower Electro Wizard Knight Firecracker P.E.K.K.A The Log Mighty Miner
Firecracker Inferno Tower P.E.K.K.A The Log Electro Wizard Mighty Miner

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.)

Knight Firecracker The Log
Firecracker The Log Electro Wizard
The Log
Knight Firecracker The Log
Firecracker The Log
Firecracker
Firecracker The Log
The Log Firecracker
The Log Firecracker
Electro Wizard
Firecracker Knight The Log Electro Wizard
Firecracker
Knight Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Firecracker The Log Electro Wizard
Firecracker The Log
The Log
The Log
The Log
Firecracker The Log
Firecracker The Log Electro Wizard
The Log
Firecracker The Log
Firecracker Electro Wizard
Electro Wizard Firecracker
The Log
Firecracker Electro Wizard
P.E.K.K.A Mighty Miner
Firecracker The Log
Electro Wizard
Firecracker Electro Wizard
The Log
Knight Firecracker Electro Wizard
The Log Firecracker
Firecracker P.E.K.K.A
Firecracker The Log Electro Wizard
Firecracker Electro Wizard
Firecracker The Log Electro Wizard

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