My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Electro Wizard

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 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

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

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
Hog Rider Skeleton Army
Giant Snowball
Hog Rider Skeleton Army
Zap
Inferno Tower Skeleton Army
Barbarian Barrel
Knight Inferno Tower Skeleton Army Electro Wizard
The Log
Hog Rider Skeleton Army
Earthquake
Hog Rider Inferno Tower Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Knight Hog Rider Skeleton Army Electro Wizard
Fireball
Hog Rider Inferno Tower Skeleton Army Electro Wizard
Poison
Inferno Tower Skeleton Army Electro Wizard
Lightning
Knight Inferno Tower Electro Wizard
Rocket
Hog Rider Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Knight Inferno Tower Skeleton Army

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 Skeleton Army

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Knight Skeleton Army Fireball Hog Rider Electro Wizard Inferno Tower

Shortest cycle

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

10 Zap The Log Knight Skeleton Army

Attack Synergies 6 8

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.

Zap
Fireball Hog Rider Electro Wizard Knight The Log
Knight
Hog Rider Zap Fireball The Log Electro Wizard
Fireball
Zap Hog Rider Knight The Log Electro Wizard
Hog Rider
Zap Knight Fireball The Log Electro Wizard
Inferno Tower
Skeleton Army
The Log
Hog Rider Zap Knight Fireball
Electro Wizard
Zap Knight Fireball Hog Rider

Defense Synergies 8 12

Zap
Fireball Electro Wizard Knight Inferno Tower Skeleton Army The Log
Knight
Inferno Tower Electro Wizard Zap Fireball Skeleton Army The Log
Fireball
Zap The Log Knight Inferno Tower Electro Wizard
Hog Rider
Inferno Tower
Knight Skeleton Army The Log Electro Wizard Zap Fireball
Skeleton Army
Inferno Tower Zap Knight The Log Electro Wizard
The Log
Fireball Inferno Tower Zap Knight Skeleton Army Electro Wizard
Electro Wizard
Zap Knight Inferno Tower Fireball Skeleton Army 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.

Zap Knight Fireball Inferno Tower The Log Electro Wizard
Inferno Tower Skeleton Army Zap Knight The Log Electro Wizard
Inferno Tower Skeleton Army Knight Electro Wizard
Inferno Tower Skeleton Army Knight Electro Wizard
Fireball Skeleton Army The Log
Fireball Skeleton Army The Log Zap Electro Wizard
Inferno Tower Electro Wizard Zap Fireball
Zap Fireball Inferno Tower The Log Electro Wizard
Inferno Tower Skeleton Army
Knight Skeleton Army Inferno Tower Electro Wizard
Skeleton Army Electro Wizard Zap Knight Fireball The Log
Inferno Tower Zap Fireball Electro Wizard
Inferno Tower Skeleton Army Zap Knight Fireball The Log Electro Wizard
Fireball Skeleton Army Zap The Log Electro Wizard
Inferno Tower Skeleton Army Knight Electro Wizard
Inferno Tower Skeleton Army Zap Fireball The Log Electro Wizard
Knight Fireball Inferno Tower Skeleton Army Electro Wizard
Fireball Zap Knight Skeleton Army The Log Electro Wizard
Zap The Log Knight Fireball Electro Wizard
Inferno Tower Electro Wizard
Skeleton Army Knight Fireball The Log Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Zap Fireball Inferno Tower Electro Wizard
Fireball Electro Wizard Zap Knight The Log
Skeleton Army Zap Knight Inferno Tower The Log Electro Wizard
Skeleton Army Zap Knight Fireball Inferno Tower The Log Electro Wizard
Inferno Tower Knight Skeleton Army
Fireball Zap Electro Wizard
Skeleton Army Knight Fireball Inferno Tower Electro Wizard
Inferno Tower Knight Skeleton Army
Zap Electro Wizard Knight Fireball Inferno Tower Skeleton Army The Log
Inferno Tower Skeleton Army
Knight Inferno Tower
Skeleton Army Zap Fireball The Log Electro Wizard
Skeleton Army Knight Fireball Inferno Tower
Fireball Skeleton Army
Inferno Tower Skeleton Army Electro Wizard Zap Knight Fireball The Log
Zap Fireball Inferno Tower The Log Electro Wizard
Zap Fireball Inferno Tower Electro Wizard
Inferno Tower Skeleton Army

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 Knight The Log
Fireball Zap The Log Electro Wizard
Fireball The Log
Knight Fireball The Log
Fireball Zap The Log
Fireball Zap
The Log
Fireball The Log Zap
Fireball The Log Zap
Fireball Electro Wizard
Zap Knight Fireball The Log Electro Wizard
Fireball Zap
Knight Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball
Zap Fireball The Log Electro Wizard
Zap Fireball The Log
Fireball The Log
Fireball
The Log
Zap Fireball The Log
Zap The Log Fireball
Fireball The Log Zap Electro Wizard
Fireball Zap The Log
Fireball Zap The Log
Zap Fireball Electro Wizard
Zap Electro Wizard Fireball
Fireball
Zap Fireball The Log
Zap Fireball Electro Wizard
Fireball The Log
Zap Electro Wizard Fireball Skeleton Army
Fireball Zap Electro Wizard
The Log Fireball
Fireball Knight Electro Wizard
The Log Zap Fireball
Zap Fireball
Zap Fireball The Log Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball The Log Electro Wizard
Fireball

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