My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Musketeer Electro Dragon

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 Musketeer Electro Dragon 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.

Arrows 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.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro 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.

Electro Spirit Hog Rider Electro Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Electro Dragon 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.

Electro Spirit Arrows 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.

Musketeer

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit The Log Arrows Musketeer Hog Rider Electro Dragon P.E.K.K.A

Shortest cycle

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

7 Skeletons Electro Spirit The Log Arrows

Attack Synergies 4 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
Electro Spirit
Hog Rider P.E.K.K.A
Arrows
Hog Rider P.E.K.K.A
Musketeer
Hog Rider Electro Dragon P.E.K.K.A The Log
Hog Rider
Arrows Musketeer The Log Electro Spirit
Electro Dragon
Musketeer P.E.K.K.A
P.E.K.K.A
Arrows Electro Spirit Musketeer Electro Dragon The Log
The Log
Hog Rider Musketeer P.E.K.K.A

Defense Synergies 3 8

Skeletons
Musketeer Electro Spirit Electro Dragon P.E.K.K.A The Log
Electro Spirit
Skeletons The Log
Arrows
P.E.K.K.A
Musketeer
Skeletons The Log P.E.K.K.A
Hog Rider
Electro Dragon
Skeletons The Log
P.E.K.K.A
The Log Skeletons Arrows Musketeer
The Log
Musketeer P.E.K.K.A Skeletons Electro Spirit Electro Dragon

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.

Musketeer Electro Dragon The Log
P.E.K.K.A Skeletons Musketeer Electro Dragon The Log
P.E.K.K.A Skeletons Musketeer Electro Dragon
P.E.K.K.A Skeletons Musketeer Electro Dragon
Arrows P.E.K.K.A The Log
Arrows The Log Skeletons Electro Spirit Musketeer Electro Dragon
Musketeer Electro Spirit Arrows Electro Dragon
Electro Spirit Arrows Musketeer Electro Dragon P.E.K.K.A The Log
P.E.K.K.A Skeletons Musketeer
Skeletons Musketeer
Skeletons Electro Spirit Arrows Musketeer Electro Dragon The Log
Arrows Musketeer Electro Dragon
P.E.K.K.A Skeletons Musketeer Electro Dragon The Log
Electro Spirit Arrows Electro Dragon P.E.K.K.A The Log
P.E.K.K.A
P.E.K.K.A The Log
Skeletons Arrows Musketeer Electro Dragon P.E.K.K.A
Arrows Electro Spirit Musketeer Electro Dragon The Log
Arrows The Log Electro Spirit Musketeer Electro Dragon
P.E.K.K.A Musketeer
Electro Spirit Arrows Musketeer Electro Dragon 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 P.E.K.K.A
Arrows Musketeer Electro Dragon The Log
P.E.K.K.A Skeletons Musketeer Electro Dragon The Log
P.E.K.K.A Musketeer The Log
P.E.K.K.A Skeletons Musketeer
Arrows Skeletons Electro Spirit Musketeer Electro Dragon
P.E.K.K.A Skeletons Musketeer
P.E.K.K.A
Electro Dragon P.E.K.K.A Skeletons Electro Spirit The Log
P.E.K.K.A Skeletons Musketeer
P.E.K.K.A Musketeer Electro Dragon
P.E.K.K.A Arrows The Log
P.E.K.K.A Skeletons
Musketeer Electro Dragon
Electro Dragon Skeletons Electro Spirit Musketeer P.E.K.K.A The Log
Arrows Electro Spirit Musketeer Electro Dragon P.E.K.K.A The Log
Electro Spirit Arrows
P.E.K.K.A
P.E.K.K.A

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 Musketeer Electro Dragon The Log
Arrows Musketeer Electro Dragon The Log
Arrows Electro Dragon The Log
Arrows Musketeer The Log
Arrows The Log
Arrows Electro Spirit Musketeer Electro Dragon
Arrows Musketeer The Log
Arrows The Log Electro Dragon
Arrows The Log Electro Dragon
Musketeer Electro Dragon
Arrows Musketeer Electro Dragon The Log
Arrows Musketeer Electro Dragon
Musketeer The Log
Arrows Musketeer Electro Dragon
Arrows Musketeer The Log
Arrows Musketeer Electro Dragon The Log
Arrows Musketeer Electro Dragon The Log
Arrows
Arrows Musketeer Electro Dragon The Log
Arrows Electro Dragon The Log
Musketeer The Log
Arrows
Musketeer The Log
Arrows Musketeer Electro Dragon The Log
Arrows The Log Electro Spirit Electro Dragon
Arrows The Log Musketeer Electro Dragon
Arrows Musketeer Electro Dragon The Log
Arrows Musketeer The Log
Arrows Musketeer Electro Dragon
Electro Dragon Electro Spirit Musketeer
Arrows Musketeer Electro Dragon The Log
Electro Spirit Arrows Electro Dragon
P.E.K.K.A
Arrows The Log
Electro Spirit Musketeer Electro Dragon
Arrows Musketeer Electro Dragon
Arrows The Log
Musketeer Electro Dragon
Arrows The Log Musketeer Electro Dragon
Arrows
Musketeer Electro Dragon P.E.K.K.A
Electro Dragon Electro Spirit Musketeer The Log
Musketeer Electro Dragon
Electro Dragon Musketeer The Log
P.E.K.K.A
Electro Dragon

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