My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Mega Minion Flying Machine 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.

Archers Mega Minion Flying Machine 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.

Zap

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.

Goblins Flying Machine 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.

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
Goblins Archers Mega Minion Flying Machine Hog Rider
Zap
Goblins Archers Flying Machine
Barbarian Barrel
Goblins Archers Electro Wizard
The Log
Goblins Archers Hog Rider
Earthquake
Archers Hog Rider
Arrows
Goblins Archers Flying Machine
Royal Delivery
Goblins Archers Mega Minion Flying Machine Hog Rider Electro Wizard
Fireball
Archers Mega Minion Flying Machine Hog Rider Electro Wizard
Poison
Archers Mega Minion Flying Machine Electro Wizard
Lightning
Mega Minion Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Mega Minion 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.

Goblins 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.

Goblins Zap Archers Mega Minion Flying Machine Hog Rider Electro Wizard Mega Knight

Shortest cycle

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

10 Goblins Zap Archers Mega Minion

Attack Synergies 4 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.

Goblins
Hog Rider Zap Archers
Zap
Mega Minion Hog Rider Electro Wizard Goblins Archers Flying Machine Mega Knight
Archers
Goblins Zap Hog Rider Mega Knight
Mega Minion
Zap Mega Knight
Flying Machine
Zap Hog Rider Mega Knight
Hog Rider
Goblins Zap Archers Flying Machine Electro Wizard Mega Knight
Electro Wizard
Zap Hog Rider Mega Knight
Mega Knight
Zap Archers Mega Minion Flying Machine Hog Rider Electro Wizard

Defense Synergies 3 16

Goblins
Zap Archers Mega Minion Flying Machine Electro Wizard
Zap
Mega Minion Electro Wizard Mega Knight Goblins Archers Flying Machine
Archers
Goblins Zap Mega Minion Electro Wizard Mega Knight
Mega Minion
Zap Goblins Archers Flying Machine Electro Wizard Mega Knight
Flying Machine
Goblins Zap Mega Minion Electro Wizard Mega Knight
Hog Rider
Electro Wizard
Zap Goblins Archers Mega Minion Flying Machine Mega Knight
Mega Knight
Zap Archers Mega Minion Flying Machine 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.

Zap Mega Minion Flying Machine Electro Wizard
Goblins Zap Mega Minion Flying Machine Electro Wizard Mega Knight
Mega Knight Goblins Archers Mega Minion Electro Wizard
Goblins Mega Minion Electro Wizard Mega Knight
Mega Knight
Goblins Zap Archers Mega Minion Flying Machine Electro Wizard Mega Knight
Mega Minion Electro Wizard Zap Archers Flying Machine
Zap Flying Machine Electro Wizard Mega Knight
Goblins
Goblins Archers Electro Wizard Mega Knight
Goblins Archers Electro Wizard Zap Mega Minion Flying Machine Mega Knight
Mega Minion Zap Archers Flying Machine Electro Wizard
Mega Knight Zap Flying Machine Electro Wizard
Mega Knight Goblins Zap Mega Minion Electro Wizard
Electro Wizard Mega Knight
Zap Electro Wizard Mega Knight
Mega Knight Goblins Electro Wizard
Mega Knight Goblins Zap Archers Mega Minion Flying Machine Electro Wizard
Zap Archers Mega Minion Flying Machine Electro Wizard Mega Knight
Electro Wizard
Mega Knight Goblins Archers Flying Machine Electro Wizard

Counters to secondary win conditions

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

Mega Knight Goblins Zap Archers Electro Wizard
Electro Wizard Zap Archers Mega Minion Flying Machine Mega Knight
Mega Knight Goblins Zap Electro Wizard
Mega Knight Zap Electro Wizard
Mega Knight
Zap Archers Flying Machine Electro Wizard
Goblins Archers Mega Minion Flying Machine Electro Wizard
Mega Knight
Zap Electro Wizard Mega Knight Goblins Mega Minion Flying Machine
Mega Minion
Mega Knight Mega Minion Flying Machine
Mega Knight Zap Electro Wizard
Mega Knight
Archers Flying Machine Mega Knight
Electro Wizard Goblins Zap Archers Mega Minion Flying Machine
Mega Knight Zap Archers Mega Minion Flying Machine 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.)

Flying Machine
Zap Flying Machine Electro Wizard
Flying Machine
Flying Machine
Zap Mega Knight
Zap Mega Minion Flying Machine
Archers Flying Machine
Zap Flying Machine
Zap Flying Machine
Goblins Electro Wizard
Zap Flying Machine Electro Wizard
Zap Archers Flying Machine
Flying Machine
Flying Machine
Zap Flying Machine
Zap Flying Machine
Flying Machine Mega Knight
Zap Archers Mega Minion Flying Machine Electro Wizard Mega Knight
Zap Flying Machine Mega Knight
Mega Knight
Zap Flying Machine
Zap Mega Knight
Mega Minion
Zap Flying Machine Electro Wizard
Zap Flying Machine Mega Knight
Zap
Zap Archers Flying Machine Electro Wizard
Zap Electro Wizard Mega Minion Flying Machine
Mega Minion
Zap Mega Knight
Zap Electro Wizard
Mega Knight
Zap Electro Wizard Archers Flying Machine
Zap Archers Mega Minion Flying Machine Electro Wizard
Mega Minion Flying Machine Electro Wizard Mega Knight
Zap Flying Machine
Zap
Mega Minion Flying Machine Mega Knight
Zap Flying Machine Electro Wizard
Zap Flying Machine Electro Wizard
Zap Flying Machine Electro Wizard Mega Knight

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