My Best Clash Royale Deck

Deck Check Rating

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

2 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard Inferno Dragon

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.

Bomber Knight P.E.K.K.A Electro Wizard Inferno Dragon 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.

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 Hog Rider P.E.K.K.A 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.

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

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomber 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 P.E.K.K.A Inferno Dragon 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber The Log Knight Hog Rider Electro Wizard Inferno Dragon P.E.K.K.A Mega Knight

Shortest cycle

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

11 Bomber The Log Knight Hog Rider

Attack Synergies 4 11

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.

Bomber
Knight Hog Rider P.E.K.K.A Mega Knight
Knight
Hog Rider Bomber The Log Electro Wizard
Hog Rider
Knight The Log Bomber Electro Wizard Mega Knight
P.E.K.K.A
Electro Wizard Bomber The Log
The Log
Hog Rider Knight P.E.K.K.A Mega Knight
Electro Wizard
P.E.K.K.A Knight Hog Rider Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Bomber Hog Rider The Log Electro Wizard

Defense Synergies 3 11

Bomber
Knight P.E.K.K.A The Log Electro Wizard
Knight
Bomber Electro Wizard The Log
Hog Rider
P.E.K.K.A
The Log Bomber Electro Wizard
The Log
P.E.K.K.A Bomber Knight Electro Wizard Inferno Dragon Mega Knight
Electro Wizard
Knight Bomber P.E.K.K.A The Log Inferno Dragon Mega Knight
Inferno Dragon
The Log Electro Wizard Mega Knight
Mega Knight
The Log Electro Wizard Inferno Dragon

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.

Bomber Knight The Log Electro Wizard
P.E.K.K.A Inferno Dragon Bomber Knight The Log Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Bomber Knight Electro Wizard Inferno Dragon
P.E.K.K.A Inferno Dragon Bomber Knight Electro Wizard Mega Knight
Bomber P.E.K.K.A The Log Mega Knight
The Log Bomber Electro Wizard Mega Knight
Electro Wizard Inferno Dragon
P.E.K.K.A The Log Electro Wizard Mega Knight
P.E.K.K.A Inferno Dragon
Knight Bomber Electro Wizard Mega Knight
Electro Wizard Bomber Knight The Log Mega Knight
Inferno Dragon Electro Wizard
P.E.K.K.A Mega Knight Bomber Knight The Log Electro Wizard
Bomber Mega Knight P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Inferno Dragon Knight Electro Wizard Mega Knight
P.E.K.K.A The Log Electro Wizard Inferno Dragon Mega Knight
Mega Knight Bomber Knight P.E.K.K.A Electro Wizard
Mega Knight Bomber Knight The Log Electro Wizard
The Log Bomber Knight Electro Wizard Inferno Dragon Mega Knight
P.E.K.K.A Electro Wizard Inferno Dragon
Bomber Mega Knight Knight 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 Mega Knight P.E.K.K.A Electro Wizard
Electro Wizard Bomber Knight The Log Inferno Dragon Mega Knight
P.E.K.K.A Mega Knight Knight The Log Electro Wizard
P.E.K.K.A Mega Knight Knight The Log Electro Wizard
P.E.K.K.A Knight Inferno Dragon Mega Knight
Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Mega Knight Knight Inferno Dragon
P.E.K.K.A Electro Wizard Mega Knight Knight The Log Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Mega Knight Knight
P.E.K.K.A Mega Knight The Log Electro Wizard
P.E.K.K.A Mega Knight Knight
Bomber Mega Knight
Electro Wizard Bomber Knight P.E.K.K.A The Log Inferno Dragon
Mega Knight Bomber P.E.K.K.A The Log Electro Wizard Inferno Dragon

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
Bomber The Log Mega Knight
Bomber The Log
The Log
The Log
Electro Wizard
Knight The Log Electro Wizard
Knight The Log
The Log
Bomber The Log
The Log Mega Knight
Bomber
Bomber The Log Electro Wizard Mega Knight
Bomber The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Bomber Mega Knight
Inferno Dragon
The Log Electro Wizard
The Log Mega Knight
The Log
Electro Wizard
Electro Wizard
Bomber The Log Mega Knight
Electro Wizard
P.E.K.K.A Mega Knight
The Log
Electro Wizard
Electro Wizard
The Log
Knight Electro Wizard Mega Knight
The Log Bomber
P.E.K.K.A Mega Knight
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard Mega Knight

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