My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Missing cards in your collection

Magic Archer

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!
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.

Fire Spirit Executioner

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.

Skeletons Executioner P.E.K.K.A

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 Tornado The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider

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.

Fire Spirit Hog Rider P.E.K.K.A

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

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 Fire Spirit Hog Rider
Zap
Skeletons Fire Spirit
Barbarian Barrel
Skeletons Fire Spirit Executioner
The Log
Skeletons Fire Spirit Hog Rider
Earthquake
Skeletons Hog Rider
Arrows
Skeletons Fire Spirit
Royal Delivery
Skeletons Fire Spirit Hog Rider Executioner P.E.K.K.A
Fireball
Hog Rider Executioner
Poison
Executioner
Lightning
Executioner
Rocket
Hog Rider Executioner

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Tornado Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Tornado Executioner The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Tornado Executioner 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.

Fire Spirit Fireball

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.

Skeletons Fire Spirit The Log Tornado Fireball Hog Rider Executioner P.E.K.K.A

Shortest cycle

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

7 Skeletons Fire Spirit The Log Tornado

Attack Synergies 7 7

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
Fire Spirit
Hog Rider P.E.K.K.A
Fireball
Hog Rider Tornado The Log
Hog Rider
Fire Spirit Fireball The Log Tornado Executioner
Tornado
Fireball Executioner P.E.K.K.A Hog Rider The Log
Executioner
Tornado Hog Rider P.E.K.K.A The Log
P.E.K.K.A
Fire Spirit Tornado Executioner The Log
The Log
Hog Rider Fireball Tornado Executioner P.E.K.K.A

Defense Synergies 5 10

Skeletons
Fire Spirit Tornado Executioner P.E.K.K.A The Log
Fire Spirit
Skeletons Tornado P.E.K.K.A The Log
Fireball
Tornado The Log
Hog Rider
Tornado
Fireball Executioner P.E.K.K.A Skeletons Fire Spirit The Log
Executioner
Tornado Skeletons The Log
P.E.K.K.A
Tornado The Log Skeletons Fire Spirit
The Log
Fireball P.E.K.K.A Skeletons Fire Spirit Tornado Executioner

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.

Fireball Executioner The Log
P.E.K.K.A Skeletons Executioner The Log
Tornado P.E.K.K.A Skeletons Fire Spirit Executioner
P.E.K.K.A Skeletons
Fireball Tornado P.E.K.K.A The Log
Fireball Tornado The Log Skeletons Fire Spirit Executioner
Tornado Fire Spirit Fireball Executioner
Fireball P.E.K.K.A The Log
P.E.K.K.A Skeletons Tornado
Tornado Skeletons Fire Spirit
Executioner Skeletons Fireball Tornado The Log
Executioner Fireball Tornado
P.E.K.K.A Skeletons Fire Spirit Fireball The Log
Fire Spirit Fireball Executioner Tornado P.E.K.K.A The Log
P.E.K.K.A
Tornado Fireball P.E.K.K.A The Log
Skeletons Fireball Tornado Executioner P.E.K.K.A
Fire Spirit Fireball Tornado Executioner The Log
Tornado Executioner The Log Fire Spirit Fireball
P.E.K.K.A Tornado
Fire Spirit Fireball Executioner P.E.K.K.A The Log

Counters to secondary win conditions

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

Skeletons Fireball P.E.K.K.A
Fireball Executioner The Log
P.E.K.K.A Skeletons The Log
P.E.K.K.A Fireball Tornado The Log
P.E.K.K.A Skeletons Executioner
Fire Spirit Fireball Executioner Skeletons Tornado
P.E.K.K.A Skeletons Fireball
P.E.K.K.A
P.E.K.K.A Skeletons Fireball Tornado The Log
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Fireball Tornado The Log
P.E.K.K.A Skeletons Fireball Executioner
Fireball Executioner
Skeletons Fireball Tornado Executioner P.E.K.K.A The Log
Executioner Fireball P.E.K.K.A The Log

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 The Log
Fireball Tornado Executioner The Log
Fireball The Log
Fireball The Log
Fireball Executioner Fire Spirit The Log
Fireball Executioner Fire Spirit Tornado
Fire Spirit Tornado Executioner The Log
Fireball The Log Fire Spirit Tornado Executioner
Fireball The Log Tornado
Fire Spirit Fireball Tornado
Fireball Tornado The Log
Fireball Fire Spirit Tornado Executioner
Fire Spirit Fireball Executioner The Log
Fireball
Fireball The Log
Fireball Executioner The Log
Fireball Executioner The Log
Fireball Tornado
Fire Spirit Fireball Executioner The Log
Fire Spirit Fireball Tornado The Log
Fireball The Log
Fireball Tornado
Tornado The Log
Fireball The Log
Tornado The Log Fire Spirit Fireball Executioner
Fireball The Log Tornado Executioner
Fireball Tornado The Log
Fireball Tornado The Log
Fire Spirit Fireball Tornado Executioner
Fireball
Fireball
Fireball The Log
Fireball
P.E.K.K.A
Fireball The Log
Fire Spirit Fireball
Fireball Fire Spirit Tornado Executioner
The Log Fireball
Fireball Executioner
The Log Fireball Executioner
Fireball Tornado
Executioner P.E.K.K.A
Fireball Tornado The Log
Fireball Tornado Executioner
Fireball Tornado Executioner The Log

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