My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
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!

Advanced stuff

Defensive cards

Anti-air

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

Hunter 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.

Hunter Giant Skeleton 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.

Giant Snowball Arrows Fireball

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.

Hog Rider Giant Skeleton

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 Giant Skeleton 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 Guards Giant Skeleton
Giant Snowball
Hog Rider Guards
Zap
Guards
Barbarian Barrel
Guards Hunter Giant Skeleton Electro Wizard
The Log
Hog Rider Guards Hunter Giant Skeleton
Earthquake
Hog Rider Guards
Arrows
Guards
Royal Delivery
Hog Rider Guards Hunter Giant Skeleton Electro Wizard
Fireball
Hog Rider Hunter Electro Wizard
Poison
Guards Hunter Electro Wizard
Lightning
Hunter Electro Wizard
Rocket
Hog Rider Hunter

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Arrows Fireball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Arrows Fireball Hunter

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 Guards Giant Skeleton

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.

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.

Giant Snowball Arrows Guards Fireball Hog Rider Hunter Electro Wizard Giant Skeleton

Shortest cycle

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

12 Giant Snowball Arrows Guards Fireball

Attack Synergies 4 12

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.

Giant Snowball
Hog Rider Fireball Hunter Giant Skeleton Electro Wizard
Arrows
Fireball Hog Rider Giant Skeleton
Fireball
Arrows Hog Rider Giant Snowball Electro Wizard
Hog Rider
Giant Snowball Arrows Fireball Guards Hunter Giant Skeleton Electro Wizard
Guards
Hog Rider
Hunter
Giant Snowball Hog Rider Giant Skeleton
Giant Skeleton
Giant Snowball Arrows Hog Rider Hunter Electro Wizard
Electro Wizard
Giant Snowball Fireball Hog Rider Giant Skeleton

Defense Synergies 1 12

Giant Snowball
Guards Hunter Giant Skeleton Electro Wizard
Arrows
Fireball Giant Skeleton
Fireball
Arrows Electro Wizard
Hog Rider
Guards
Hunter Giant Snowball Giant Skeleton Electro Wizard
Hunter
Guards Giant Snowball Giant Skeleton Electro Wizard
Giant Skeleton
Giant Snowball Arrows Guards Hunter Electro Wizard
Electro Wizard
Giant Snowball Fireball Guards Hunter Giant Skeleton

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 Electro Wizard
Hunter Electro Wizard
Hunter Giant Snowball Giant Skeleton Electro Wizard
Hunter Guards Electro Wizard
Arrows Fireball Giant Skeleton
Arrows Fireball Giant Snowball Guards Hunter Electro Wizard
Giant Snowball Hunter Electro Wizard Arrows Fireball
Arrows Fireball Giant Skeleton Electro Wizard
Hunter
Guards Giant Snowball Hunter Giant Skeleton Electro Wizard
Guards Electro Wizard Giant Snowball Arrows Fireball Hunter Giant Skeleton
Arrows Hunter Giant Snowball Fireball Electro Wizard
Hunter Giant Snowball Fireball Guards Giant Skeleton Electro Wizard
Fireball Giant Snowball Arrows Guards Hunter Electro Wizard
Hunter Electro Wizard
Giant Snowball Fireball Hunter Electro Wizard
Arrows Fireball Hunter Electro Wizard
Arrows Fireball Giant Snowball Guards Hunter Electro Wizard
Giant Snowball Arrows Hunter Fireball Guards Giant Skeleton Electro Wizard
Hunter Electro Wizard
Giant Snowball Arrows Fireball Guards Hunter Giant Skeleton Electro Wizard
Hunter

Counters to secondary win conditions

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

Guards Giant Snowball Fireball Giant Skeleton Electro Wizard
Fireball Electro Wizard Giant Snowball Arrows Hunter
Guards Giant Skeleton Hunter Electro Wizard
Guards Hunter Giant Skeleton Fireball Electro Wizard
Giant Skeleton Guards Hunter
Arrows Fireball Giant Snowball Hunter Electro Wizard
Guards Fireball Hunter Giant Skeleton Electro Wizard
Giant Skeleton Hunter
Giant Skeleton Electro Wizard Giant Snowball Fireball
Guards
Guards Hunter Giant Skeleton
Giant Snowball Arrows Fireball Guards Giant Skeleton Electro Wizard
Giant Skeleton Fireball Guards Hunter
Fireball
Guards Electro Wizard Fireball Hunter Giant Skeleton
Arrows Giant Snowball Fireball Hunter Giant Skeleton Electro Wizard
Giant Snowball Arrows Fireball 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.)

Fireball Arrows Guards Giant Skeleton
Arrows Fireball Giant Snowball Electro Wizard
Arrows Fireball Giant Skeleton
Arrows Fireball Guards Giant Skeleton
Fireball Giant Snowball Arrows
Arrows Fireball Giant Snowball Hunter
Arrows
Arrows Fireball Giant Snowball Hunter
Arrows Fireball Giant Snowball
Giant Snowball Fireball Guards Electro Wizard
Arrows Fireball Electro Wizard
Fireball Giant Snowball Arrows
Giant Snowball Fireball Hunter
Arrows Fireball
Giant Snowball Arrows Fireball
Giant Snowball Arrows Fireball Hunter
Arrows Fireball
Giant Snowball Arrows Fireball
Giant Snowball Arrows Fireball Hunter Electro Wizard
Giant Snowball Arrows Fireball
Fireball Giant Skeleton
Giant Snowball Arrows Fireball
Giant Snowball Arrows Fireball
Giant Snowball Arrows Fireball Hunter
Arrows Fireball Giant Snowball Hunter Electro Wizard
Fireball Giant Snowball Arrows
Fireball Arrows
Giant Snowball Arrows Fireball Hunter Electro Wizard
Electro Wizard Giant Snowball Fireball Guards
Giant Snowball Fireball
Giant Snowball Arrows Fireball Hunter
Giant Snowball Arrows Fireball Electro Wizard
Giant Skeleton
Giant Snowball Arrows Fireball
Electro Wizard Fireball Guards
Fireball Giant Snowball Arrows Hunter Electro Wizard
Arrows Fireball
Fireball Hunter Electro Wizard
Arrows Giant Snowball Fireball
Giant Snowball Arrows Fireball Giant Skeleton
Giant Snowball Fireball Guards Giant Skeleton Electro Wizard
Giant Snowball Fireball Electro Wizard
Giant Snowball Fireball Giant Skeleton Electro Wizard
Fireball

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