My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Firecracker Electro Wizard

Defensive buildings

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

Mortar

Investments

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

Knight Firecracker P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Mortar Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Arrows

Punishments

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

Mortar 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 Mortar 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Mortar

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.

Arrows Knight P.E.K.K.A

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Knight Firecracker Mortar Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

11 Zap Arrows Knight Firecracker

Attack Synergies 12 9

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
Arrows Firecracker Hog Rider P.E.K.K.A Electro Wizard Knight Mortar
Arrows
Zap Hog Rider P.E.K.K.A Knight Mortar
Knight
Firecracker Mortar Hog Rider Zap Arrows Electro Wizard
Firecracker
Zap Knight Hog Rider Mortar P.E.K.K.A
Mortar
Knight Zap Arrows Firecracker Hog Rider
Hog Rider
Zap Arrows Knight Firecracker Mortar Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Firecracker
Electro Wizard
Zap P.E.K.K.A Knight Hog Rider

Defense Synergies 3 14

Zap
Electro Wizard Arrows Knight Firecracker Mortar P.E.K.K.A
Arrows
Zap Knight Mortar P.E.K.K.A
Knight
Firecracker Electro Wizard Zap Arrows Mortar
Firecracker
Knight Zap Mortar P.E.K.K.A Electro Wizard
Mortar
Zap Arrows Knight Firecracker Electro Wizard
Hog Rider
P.E.K.K.A
Zap Arrows Firecracker Electro Wizard
Electro Wizard
Zap Knight Firecracker Mortar P.E.K.K.A

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 Firecracker Mortar Electro Wizard
P.E.K.K.A Zap Knight Firecracker Mortar Electro Wizard
Mortar P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Firecracker Mortar Electro Wizard
Arrows Firecracker P.E.K.K.A
Arrows Zap Firecracker Electro Wizard
Electro Wizard Zap Arrows Firecracker Mortar
Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Mortar
Knight Firecracker Electro Wizard
Electro Wizard Zap Arrows Knight Firecracker
Arrows Zap Firecracker Electro Wizard
Mortar P.E.K.K.A Zap Knight Electro Wizard
Zap Arrows Firecracker Mortar P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Mortar Electro Wizard
Zap Mortar P.E.K.K.A Electro Wizard
Arrows Knight Firecracker Mortar P.E.K.K.A Electro Wizard
Arrows Mortar Zap Knight Firecracker Electro Wizard
Zap Arrows Mortar Knight Firecracker Electro Wizard
P.E.K.K.A Mortar Electro Wizard
Arrows Knight Firecracker P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Knight Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Knight Firecracker Mortar
P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Zap Knight Electro Wizard
P.E.K.K.A Knight
Arrows Firecracker Zap Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight Firecracker Mortar
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Knight
Firecracker
Electro Wizard Zap Knight Firecracker Mortar P.E.K.K.A
Arrows Zap Firecracker P.E.K.K.A Electro Wizard
Zap Arrows Mortar Electro Wizard
P.E.K.K.A
P.E.K.K.A Mortar

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.)

Arrows Knight Firecracker Mortar
Arrows Firecracker Mortar Zap Electro Wizard
Arrows
Arrows Knight Firecracker
Zap Arrows Firecracker Mortar
Arrows Firecracker Zap
Arrows Firecracker Mortar
Arrows Zap Firecracker
Arrows Zap Firecracker Mortar
Electro Wizard
Firecracker Zap Arrows Knight Mortar Electro Wizard
Zap Arrows Firecracker
Knight Firecracker Mortar
Arrows Firecracker Mortar
Zap Arrows Firecracker Mortar
Zap Arrows Firecracker Mortar
Arrows Firecracker Mortar
Arrows Mortar
Zap Arrows Firecracker Mortar Electro Wizard
Zap Arrows Firecracker Mortar
Arrows
Zap Arrows Mortar
Zap Arrows Firecracker Mortar
Arrows Firecracker Mortar Zap Electro Wizard
Zap Arrows Mortar
Zap Arrows Firecracker Mortar
Zap Arrows Firecracker Electro Wizard
Zap Electro Wizard Firecracker
Zap Arrows Mortar
Zap Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker
Zap Electro Wizard
Zap Arrows Firecracker Electro Wizard
Arrows
Knight Firecracker Electro Wizard
Arrows Zap Firecracker Mortar
Zap Arrows
Firecracker P.E.K.K.A
Zap Firecracker Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Mortar Electro Wizard
P.E.K.K.A
Firecracker Mortar

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