My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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 high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

Electro Wizard Magic Archer

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 P.E.K.K.A Bandit Electro Wizard Magic Archer

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.

Fireball The Log

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 Hog Rider P.E.K.K.A Bandit Magic Archer

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 Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log Magic Archer

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

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.

Fireball 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.

The Log Knight Bandit Fireball Hog Rider Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

12 The Log Knight Bandit Fireball

Attack Synergies 5 16

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
Hog Rider Fireball The Log Electro Wizard Magic Archer
Fireball
Hog Rider Knight The Log Electro Wizard Magic Archer
Hog Rider
Knight Fireball The Log Bandit Electro Wizard Magic Archer
P.E.K.K.A
Electro Wizard Magic Archer The Log
The Log
Hog Rider Knight Fireball P.E.K.K.A Bandit Magic Archer
Bandit
Hog Rider The Log Electro Wizard Magic Archer
Electro Wizard
P.E.K.K.A Knight Fireball Hog Rider Bandit Magic Archer
Magic Archer
P.E.K.K.A Knight Fireball Hog Rider The Log Bandit Electro Wizard

Defense Synergies 4 11

Knight
Electro Wizard Magic Archer Fireball The Log
Fireball
The Log Knight Bandit Electro Wizard
Hog Rider
P.E.K.K.A
The Log Electro Wizard
The Log
Fireball P.E.K.K.A Knight Bandit Electro Wizard Magic Archer
Bandit
Fireball The Log Electro Wizard Magic Archer
Electro Wizard
Knight Fireball P.E.K.K.A The Log Bandit Magic Archer
Magic Archer
Knight The Log Bandit 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 Fireball The Log Electro Wizard Magic Archer
P.E.K.K.A Knight The Log Bandit Electro Wizard
P.E.K.K.A Knight Bandit Electro Wizard
P.E.K.K.A Knight Bandit Electro Wizard
Fireball P.E.K.K.A The Log
Fireball The Log Bandit Electro Wizard Magic Archer
Electro Wizard Fireball Magic Archer
Fireball P.E.K.K.A The Log Bandit Electro Wizard Magic Archer
P.E.K.K.A
Knight Bandit Electro Wizard
Electro Wizard Knight Fireball The Log Bandit Magic Archer
Fireball Electro Wizard Magic Archer
P.E.K.K.A Knight Fireball The Log Bandit Electro Wizard
Fireball P.E.K.K.A The Log Electro Wizard Magic Archer
P.E.K.K.A Knight Bandit Electro Wizard
Fireball P.E.K.K.A The Log Bandit Electro Wizard
Knight Fireball P.E.K.K.A Electro Wizard
Fireball Knight The Log Bandit Electro Wizard Magic Archer
The Log Knight Fireball Bandit Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Knight Fireball P.E.K.K.A The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Knight Fireball P.E.K.K.A Bandit Electro Wizard
Fireball Bandit Electro Wizard Knight The Log Magic Archer
P.E.K.K.A Bandit Knight The Log Electro Wizard
P.E.K.K.A Knight Fireball The Log Bandit Electro Wizard
P.E.K.K.A Knight Bandit
Fireball Electro Wizard Magic Archer
P.E.K.K.A Knight Fireball Bandit Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Knight Fireball The Log Bandit Magic Archer
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Fireball The Log Electro Wizard
P.E.K.K.A Knight Fireball Bandit
Fireball Magic Archer
Electro Wizard Knight Fireball P.E.K.K.A The Log Magic Archer
Fireball P.E.K.K.A The Log Electro Wizard Magic Archer
Fireball

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 Magic Archer Knight The Log Bandit
Fireball The Log Bandit Electro Wizard Magic Archer
Fireball The Log Bandit Magic Archer
Knight Fireball The Log
Fireball The Log Magic Archer
Fireball Magic Archer
The Log Magic Archer
Fireball The Log Magic Archer
Fireball The Log Bandit
Fireball Electro Wizard
Knight Fireball The Log Bandit Electro Wizard Magic Archer
Fireball Magic Archer
Knight Fireball The Log Bandit Magic Archer
Fireball Bandit Magic Archer
Fireball The Log Magic Archer
Fireball The Log Bandit Magic Archer
Magic Archer Fireball The Log Bandit
Fireball
Fireball The Log Bandit Electro Wizard Magic Archer
Fireball The Log Magic Archer
Fireball The Log Magic Archer
Fireball
The Log
Fireball The Log
The Log Fireball Magic Archer
Fireball The Log Bandit Electro Wizard Magic Archer
Fireball The Log Bandit Magic Archer
Fireball The Log Bandit Magic Archer
Fireball Electro Wizard Magic Archer
Electro Wizard Fireball
Fireball
Fireball The Log Bandit Magic Archer
Fireball Electro Wizard Magic Archer
P.E.K.K.A
Fireball The Log Magic Archer
Electro Wizard Fireball Bandit Magic Archer
Fireball Electro Wizard Magic Archer
The Log Fireball
Fireball Knight Electro Wizard Magic Archer
The Log Fireball Magic Archer
Fireball
P.E.K.K.A
Fireball The Log Electro Wizard Magic Archer
Fireball Electro Wizard Magic Archer
Fireball The Log Bandit Electro Wizard Magic Archer

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