My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Minion Horde 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.

Knight Wizard Bandit Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows Fireball

Punishments

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

Hog Rider 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 Minion Horde Hog Rider 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.

Hog Rider 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
Minion Horde Hog Rider Bandit
Giant Snowball
Minion Horde Hog Rider
Zap
Minion Horde Bandit
Barbarian Barrel
Knight Wizard Bandit Electro Wizard
The Log
Hog Rider Bandit
Earthquake
Hog Rider
Arrows
Minion Horde
Royal Delivery
Knight Minion Horde Hog Rider Wizard Bandit Electro Wizard
Fireball
Minion Horde Hog Rider Wizard Bandit Electro Wizard
Poison
Minion Horde Wizard Electro Wizard
Lightning
Knight Wizard Bandit Electro Wizard
Rocket
Minion Horde Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard

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 Knight

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.

Minion Horde 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Bandit Fireball Hog Rider Electro Wizard Minion Horde Wizard

Shortest cycle

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

13 Arrows Knight Bandit Fireball

Attack Synergies 4 13

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
Fireball Hog Rider Knight Bandit
Knight
Hog Rider Arrows Minion Horde Fireball Wizard Electro Wizard
Minion Horde
Knight Hog Rider
Fireball
Arrows Hog Rider Knight Electro Wizard
Hog Rider
Arrows Knight Fireball Minion Horde Wizard Bandit Electro Wizard
Wizard
Knight Hog Rider Bandit
Bandit
Arrows Hog Rider Wizard Electro Wizard
Electro Wizard
Knight Fireball Hog Rider Bandit

Defense Synergies 1 11

Arrows
Knight Fireball Bandit
Knight
Electro Wizard Arrows Minion Horde Fireball Wizard
Minion Horde
Knight
Fireball
Arrows Knight Bandit Electro Wizard
Hog Rider
Wizard
Knight Bandit Electro Wizard
Bandit
Arrows Fireball Wizard Electro Wizard
Electro Wizard
Knight Fireball Wizard 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 Minion Horde Fireball Wizard Electro Wizard
Minion Horde Knight Bandit Electro Wizard
Minion Horde Knight Bandit Electro Wizard
Minion Horde Knight Bandit Electro Wizard
Arrows Fireball
Arrows Fireball Bandit Electro Wizard
Minion Horde Electro Wizard Arrows Fireball Wizard
Arrows Fireball Bandit Electro Wizard
Minion Horde
Knight Minion Horde Bandit Electro Wizard
Minion Horde Electro Wizard Arrows Knight Fireball Wizard Bandit
Arrows Minion Horde Fireball Wizard Electro Wizard
Minion Horde Knight Fireball Wizard Bandit Electro Wizard
Fireball Wizard Arrows Minion Horde Electro Wizard
Knight Minion Horde Bandit Electro Wizard
Minion Horde Fireball Bandit Electro Wizard
Minion Horde Wizard Arrows Knight Fireball Electro Wizard
Arrows Fireball Knight Minion Horde Wizard Bandit Electro Wizard
Arrows Wizard Knight Fireball Bandit Electro Wizard
Electro Wizard
Wizard Arrows Knight Minion Horde Fireball Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Fireball Bandit Electro Wizard
Fireball Bandit Electro Wizard Arrows Knight Wizard
Bandit Knight Minion Horde Electro Wizard
Knight Minion Horde Fireball Bandit Electro Wizard
Knight Minion Horde Bandit
Arrows Fireball Wizard Minion Horde Electro Wizard
Knight Minion Horde Fireball Bandit Electro Wizard
Knight Minion Horde
Minion Horde Electro Wizard Knight Fireball Bandit
Minion Horde
Knight Minion Horde
Arrows Fireball Electro Wizard
Knight Minion Horde Fireball Wizard Bandit
Wizard Minion Horde Fireball
Electro Wizard Knight Minion Horde Fireball
Arrows Minion Horde Fireball Wizard 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 Knight Minion Horde Bandit
Arrows Fireball Bandit Electro Wizard
Arrows Minion Horde Fireball Bandit
Arrows Knight Fireball
Fireball Wizard Arrows Minion Horde
Arrows Fireball Wizard Minion Horde
Arrows Minion Horde Wizard
Arrows Fireball Wizard
Arrows Fireball Wizard Bandit
Minion Horde Fireball Electro Wizard
Arrows Knight Minion Horde Fireball Wizard Bandit Electro Wizard
Fireball Arrows Wizard
Knight Fireball Bandit
Arrows Minion Horde Fireball Bandit
Arrows Fireball
Arrows Minion Horde Fireball Wizard Bandit
Arrows Minion Horde Fireball Wizard Bandit
Arrows Fireball
Minion Horde
Arrows Fireball Wizard Bandit Electro Wizard
Arrows Fireball Wizard
Minion Horde Fireball
Arrows Fireball Wizard
Arrows Minion Horde Fireball
Arrows Fireball Wizard
Minion Horde
Arrows Fireball Wizard Bandit Electro Wizard
Fireball Arrows Wizard Bandit
Fireball Arrows Bandit
Arrows Minion Horde Fireball Wizard Electro Wizard
Electro Wizard Minion Horde Fireball Wizard
Minion Horde Fireball
Arrows Minion Horde Fireball Wizard Bandit
Arrows Minion Horde Fireball Electro Wizard
Minion Horde
Arrows Fireball Wizard
Minion Horde Electro Wizard Fireball Bandit
Fireball Arrows Wizard Electro Wizard
Arrows Fireball
Fireball Knight Minion Horde Wizard Electro Wizard
Arrows Fireball Wizard
Arrows Fireball
Minion Horde
Minion Horde Fireball Electro Wizard
Fireball Electro Wizard
Fireball Bandit Electro Wizard

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