My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 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.

Skeletons Firecracker 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.

Arrows

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.

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.

Firecracker Mini P.E.K.K.A Hog Rider

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Wizard 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.

Arrows 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Cannon Firecracker Mini P.E.K.K.A Hog Rider Wizard Mega Knight

Shortest cycle

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

10 Skeletons Arrows Cannon Firecracker

Attack Synergies 2 10

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.

Skeletons
Arrows
Hog Rider Mini P.E.K.K.A Mega Knight
Cannon
Firecracker
Hog Rider Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Arrows Firecracker Hog Rider Wizard Mega Knight
Hog Rider
Arrows Firecracker Mini P.E.K.K.A Wizard Mega Knight
Wizard
Mini P.E.K.K.A Hog Rider Mega Knight
Mega Knight
Arrows Firecracker Mini P.E.K.K.A Hog Rider Wizard

Defense Synergies 2 12

Skeletons
Cannon Firecracker Mini P.E.K.K.A Wizard
Arrows
Mega Knight Cannon Mini P.E.K.K.A
Cannon
Skeletons Arrows Firecracker Mini P.E.K.K.A Wizard
Firecracker
Skeletons Cannon Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Skeletons Arrows Cannon Firecracker Wizard
Hog Rider
Wizard
Skeletons Cannon Mini P.E.K.K.A Mega Knight
Mega Knight
Arrows Firecracker 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.

Cannon Firecracker Wizard
Mini P.E.K.K.A Skeletons Cannon Firecracker Mega Knight
Cannon Mini P.E.K.K.A Mega Knight Skeletons
Cannon Mini P.E.K.K.A Skeletons Firecracker Mega Knight
Arrows Firecracker Mini P.E.K.K.A Mega Knight
Arrows Skeletons Cannon Firecracker Mega Knight
Arrows Cannon Firecracker Wizard
Arrows Cannon Mega Knight
Cannon Mini P.E.K.K.A Skeletons
Skeletons Cannon Firecracker Mini P.E.K.K.A Mega Knight
Skeletons Arrows Cannon Firecracker Wizard Mega Knight
Arrows Firecracker Wizard
Cannon Mini P.E.K.K.A Mega Knight Skeletons Wizard
Wizard Mega Knight Arrows Cannon Firecracker Mini P.E.K.K.A
Mini P.E.K.K.A Cannon Mega Knight
Cannon Mini P.E.K.K.A Mega Knight
Wizard Mega Knight Skeletons Arrows Cannon Firecracker Mini P.E.K.K.A
Arrows Cannon Mega Knight Firecracker Wizard
Arrows Wizard Cannon Firecracker Mega Knight
Mini P.E.K.K.A Cannon
Wizard Mega Knight Arrows Cannon Firecracker Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Skeletons
Arrows Firecracker Mini P.E.K.K.A Wizard Mega Knight
Mega Knight Skeletons Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight
Skeletons Cannon Mini P.E.K.K.A Mega Knight
Arrows Firecracker Wizard Skeletons
Mini P.E.K.K.A Skeletons
Mini P.E.K.K.A Mega Knight
Mega Knight Skeletons Firecracker Mini P.E.K.K.A
Skeletons Cannon
Mega Knight Mini P.E.K.K.A
Mega Knight Arrows
Mini P.E.K.K.A Mega Knight Skeletons Cannon Wizard
Wizard Cannon Firecracker Mega Knight
Skeletons Firecracker Mini P.E.K.K.A
Arrows Mega Knight Cannon Firecracker Mini P.E.K.K.A 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.)

Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Wizard Arrows Firecracker Mega Knight
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Mini P.E.K.K.A
Firecracker Arrows Wizard
Arrows Firecracker Wizard
Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Wizard
Arrows Firecracker Wizard Mega Knight
Arrows
Mini P.E.K.K.A
Arrows Firecracker Mini P.E.K.K.A Wizard Mega Knight
Arrows Firecracker Wizard Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Firecracker Wizard Mega Knight
Arrows Firecracker Wizard
Arrows Wizard Mega Knight
Arrows Firecracker
Arrows Firecracker Wizard
Firecracker Wizard
Mini P.E.K.K.A
Arrows Wizard Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows
Firecracker Mini P.E.K.K.A Wizard Mega Knight
Arrows Firecracker Wizard
Arrows
Firecracker Mega Knight
Firecracker
Firecracker
Firecracker Mega Knight

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