My Best Clash Royale Deck

Deck Check Rating

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

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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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

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 Valkyrie Electro Giant Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Electro Giant

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

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 Valkyrie Hog Rider Electro Giant

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

Against air swarms

Spells and units that can counter air swarms.

Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Electro Giant The Log

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 Valkyrie Guards Electro Giant

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Knight Guards Mini P.E.K.K.A Valkyrie Hog Rider Electro Wizard Electro Giant

Shortest cycle

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

12 The Log Knight Guards Mini P.E.K.K.A

Attack Synergies 3 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.

Knight
Hog Rider The Log Electro Wizard
Mini P.E.K.K.A
Valkyrie Hog Rider Electro Giant The Log Electro Wizard
Valkyrie
Hog Rider Mini P.E.K.K.A Electro Wizard
Hog Rider
Knight Valkyrie The Log Mini P.E.K.K.A Guards Electro Wizard
Guards
Hog Rider The Log
Electro Giant
Mini P.E.K.K.A
The Log
Hog Rider Knight Mini P.E.K.K.A Guards
Electro Wizard
Knight Mini P.E.K.K.A Valkyrie Hog Rider

Defense Synergies 3 10

Knight
Electro Wizard Mini P.E.K.K.A The Log
Mini P.E.K.K.A
The Log Electro Wizard Knight Valkyrie Guards Electro Giant
Valkyrie
Mini P.E.K.K.A The Log Electro Wizard
Hog Rider
Guards
Mini P.E.K.K.A The Log Electro Wizard
Electro Giant
Mini P.E.K.K.A
The Log
Mini P.E.K.K.A Knight Valkyrie Guards Electro Wizard
Electro Wizard
Knight Mini P.E.K.K.A Valkyrie Guards The Log

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 Valkyrie The Log Electro Wizard
Mini P.E.K.K.A Knight Valkyrie The Log Electro Wizard
Mini P.E.K.K.A Knight Valkyrie Electro Wizard
Mini P.E.K.K.A Knight Valkyrie Guards Electro Wizard
Mini P.E.K.K.A Valkyrie The Log
The Log Valkyrie Guards Electro Wizard
Electro Wizard
Valkyrie Electro Giant The Log Electro Wizard
Mini P.E.K.K.A
Knight Guards Mini P.E.K.K.A Valkyrie Electro Wizard
Valkyrie Guards Electro Wizard Knight Electro Giant The Log
Electro Wizard
Mini P.E.K.K.A Knight Valkyrie Guards The Log Electro Wizard
Valkyrie Mini P.E.K.K.A Guards The Log Electro Wizard
Mini P.E.K.K.A Knight Electro Wizard
Mini P.E.K.K.A Electro Giant The Log Electro Wizard
Knight Mini P.E.K.K.A Valkyrie Electro Wizard
Knight Valkyrie Guards The Log Electro Wizard
Valkyrie The Log Knight Guards Electro Wizard
Mini P.E.K.K.A Electro Wizard
Valkyrie Knight Mini P.E.K.K.A Guards Electro Giant 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 Valkyrie Guards Electro Giant Electro Wizard
Electro Wizard Knight Mini P.E.K.K.A Valkyrie The Log
Guards Knight Mini P.E.K.K.A Valkyrie The Log Electro Wizard
Mini P.E.K.K.A Valkyrie Guards Knight The Log Electro Wizard
Knight Mini P.E.K.K.A Valkyrie Guards
Electro Giant Electro Wizard
Mini P.E.K.K.A Guards Knight Valkyrie Electro Wizard
Mini P.E.K.K.A Knight Valkyrie
Electro Wizard Knight Mini P.E.K.K.A Valkyrie The Log
Guards
Knight Mini P.E.K.K.A Valkyrie Guards
Valkyrie Guards Electro Giant The Log Electro Wizard
Mini P.E.K.K.A Knight Valkyrie Guards
Valkyrie Electro Giant
Guards Electro Giant Electro Wizard Knight Mini P.E.K.K.A Valkyrie The Log
Valkyrie Mini P.E.K.K.A Electro Giant The Log 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.)

Knight Valkyrie Guards The Log
The Log Electro Wizard
The Log
Knight Valkyrie Guards The Log
Valkyrie The Log
Electro Giant
The Log
The Log
The Log
Mini P.E.K.K.A Guards Electro Wizard
Knight Valkyrie The Log Electro Wizard
Knight The Log
The Log
The Log
The Log
Mini P.E.K.K.A
Mini P.E.K.K.A The Log Electro Wizard
Valkyrie Electro Giant The Log
The Log
The Log
The Log
Electro Giant The Log Valkyrie
The Log Electro Wizard
The Log
The Log
Electro Giant Electro Wizard
Electro Wizard Guards Electro Giant
Mini P.E.K.K.A
The Log
Electro Wizard
The Log
Electro Wizard Guards
Electro Wizard
The Log
Knight Mini P.E.K.K.A Valkyrie Electro Wizard
The Log
Electro Giant
Electro Giant Guards The Log Electro Wizard
Electro Wizard
Electro Giant The Log Electro Wizard

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