My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings 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 splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Electro Wizard

Defensive buildings

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

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Knight Electro Wizard Mega Knight

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.

The Log

Punishments

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

Mini P.E.K.K.A Hog Rider Mega Knight

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 Mini P.E.K.K.A Hog Rider Mega Knight

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.

Mini P.E.K.K.A Hog Rider 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
Archers Hog Rider
Giant Snowball
Archers Cannon Hog Rider
Zap
Archers Cannon
Barbarian Barrel
Archers Knight Cannon Electro Wizard
The Log
Archers Cannon Mini P.E.K.K.A Hog Rider
Earthquake
Archers Cannon Hog Rider
Arrows
Archers
Royal Delivery
Archers Knight Mini P.E.K.K.A Hog Rider Electro Wizard
Fireball
Archers Cannon Hog Rider Electro Wizard
Poison
Archers Cannon Electro Wizard
Lightning
Knight Cannon Mini P.E.K.K.A Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log Mega Knight

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 Mini P.E.K.K.A Mega Knight

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.

The Log Archers Knight Cannon Mini P.E.K.K.A Hog Rider Electro Wizard Mega Knight

Shortest cycle

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

11 The Log Archers Knight Cannon

Attack Synergies 3 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.

Archers
Knight Mini P.E.K.K.A Hog Rider Mega Knight
Knight
Archers Hog Rider The Log Electro Wizard
Cannon
Mini P.E.K.K.A
Archers Hog Rider The Log Electro Wizard Mega Knight
Hog Rider
Knight The Log Archers Mini P.E.K.K.A Electro Wizard Mega Knight
The Log
Hog Rider Knight Mini P.E.K.K.A Mega Knight
Electro Wizard
Knight Mini P.E.K.K.A Hog Rider Mega Knight
Mega Knight
Archers Mini P.E.K.K.A Hog Rider The Log Electro Wizard

Defense Synergies 6 12

Archers
Knight Cannon Mini P.E.K.K.A The Log Electro Wizard Mega Knight
Knight
Archers Cannon Electro Wizard Mini P.E.K.K.A The Log
Cannon
Knight The Log Archers Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A
The Log Electro Wizard Archers Knight Cannon
Hog Rider
The Log
Cannon Mini P.E.K.K.A Archers Knight Electro Wizard Mega Knight
Electro Wizard
Knight Mini P.E.K.K.A Archers Cannon The Log Mega Knight
Mega Knight
Archers The Log 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.

Knight Cannon The Log Electro Wizard
Mini P.E.K.K.A Knight Cannon The Log Electro Wizard Mega Knight
Cannon Mini P.E.K.K.A Mega Knight Archers Knight Electro Wizard
Cannon Mini P.E.K.K.A Knight Electro Wizard Mega Knight
Mini P.E.K.K.A The Log Mega Knight
The Log Archers Cannon Electro Wizard Mega Knight
Electro Wizard Archers Cannon
Cannon The Log Electro Wizard Mega Knight
Cannon Mini P.E.K.K.A
Knight Archers Cannon Mini P.E.K.K.A Electro Wizard Mega Knight
Archers Electro Wizard Knight Cannon The Log Mega Knight
Archers Electro Wizard
Cannon Mini P.E.K.K.A Mega Knight Knight The Log Electro Wizard
Mega Knight Cannon Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Knight Cannon Electro Wizard Mega Knight
Cannon Mini P.E.K.K.A The Log Electro Wizard Mega Knight
Mega Knight Knight Cannon Mini P.E.K.K.A Electro Wizard
Cannon Mega Knight Archers Knight The Log Electro Wizard
The Log Archers Knight Cannon Electro Wizard Mega Knight
Mini P.E.K.K.A Cannon Electro Wizard
Mega Knight Archers Knight Cannon Mini 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 Mini P.E.K.K.A Mega Knight Archers Electro Wizard
Electro Wizard Archers Knight Mini P.E.K.K.A The Log Mega Knight
Mega Knight Knight Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Mega Knight Knight The Log Electro Wizard
Knight Cannon Mini P.E.K.K.A Mega Knight
Archers Electro Wizard
Mini P.E.K.K.A Archers Knight Electro Wizard
Mini P.E.K.K.A Mega Knight Knight
Electro Wizard Mega Knight Knight Mini P.E.K.K.A The Log
Cannon
Mega Knight Knight Mini P.E.K.K.A
Mega Knight The Log Electro Wizard
Mini P.E.K.K.A Mega Knight Knight Cannon
Archers Cannon Mega Knight
Electro Wizard Archers Knight Mini P.E.K.K.A The Log
Mega Knight Archers Cannon Mini P.E.K.K.A The Log Electro Wizard
Cannon Electro Wizard
Cannon Mini P.E.K.K.A Mega Knight
Cannon Mini P.E.K.K.A

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 The Log
The Log Electro Wizard
The Log
Knight The Log
The Log Mega Knight
Archers The Log
The Log
The Log
Mini P.E.K.K.A Electro Wizard
Knight The Log Electro Wizard
Archers
Knight The Log
The Log
The Log
The Log Mega Knight
Mini P.E.K.K.A
Archers Mini P.E.K.K.A The Log Electro Wizard Mega Knight
The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Mega Knight
The Log Electro Wizard
The Log Mega Knight
The Log
Archers Electro Wizard
Electro Wizard
Mini P.E.K.K.A
The Log Mega Knight
Electro Wizard
Mega Knight
The Log
Electro Wizard Archers
Archers Electro Wizard
The Log
Knight Mini P.E.K.K.A Electro Wizard Mega Knight
The Log
Mega Knight
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard Mega Knight
Mega Knight

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