My Best Clash Royale Deck

Deck Check Rating

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

3 problems Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

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.

Knight Battle Ram P.E.K.K.A Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows Lightning The Log

Punishments

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

Battle Ram Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

Dropped at the bridge

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

Knight Battle Ram P.E.K.K.A Mega Knight

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 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
Battle Ram
Giant Snowball
Battle Ram
Zap
Battle Ram
Barbarian Barrel
Knight Battle Ram Electro Wizard
The Log
Battle Ram
Earthquake
Arrows
Royal Delivery
Knight Battle Ram P.E.K.K.A Electro Wizard
Fireball
Battle Ram Electro Wizard
Poison
Electro Wizard
Lightning
Knight Battle Ram Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Mega Knight

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 Battle Ram P.E.K.K.A Mega Knight

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Knight Battle Ram Electro Wizard Lightning P.E.K.K.A Mega Knight

Shortest cycle

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

12 The Log Arrows Knight Battle Ram

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.

Arrows
P.E.K.K.A Knight Battle Ram Lightning Mega Knight
Knight
Battle Ram Arrows The Log Electro Wizard
Battle Ram
Knight The Log Arrows Lightning P.E.K.K.A Electro Wizard
Lightning
Arrows Battle Ram
P.E.K.K.A
Arrows Electro Wizard Battle Ram The Log
The Log
Battle Ram Knight P.E.K.K.A Mega Knight
Electro Wizard
P.E.K.K.A Knight Battle Ram Mega Knight
Mega Knight
Arrows The Log Electro Wizard

Defense Synergies 3 9

Arrows
Mega Knight Knight Lightning P.E.K.K.A
Knight
Electro Wizard Arrows The Log
Battle Ram
Lightning
Arrows The Log
P.E.K.K.A
The Log Arrows Electro Wizard
The Log
P.E.K.K.A Knight Lightning Electro Wizard Mega Knight
Electro Wizard
Knight P.E.K.K.A The Log Mega Knight
Mega Knight
Arrows The Log Electro Wizard

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.

Lightning Knight The Log Electro Wizard
P.E.K.K.A Knight The Log Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Knight Lightning Electro Wizard
P.E.K.K.A Knight Electro Wizard Mega Knight
Lightning Arrows P.E.K.K.A The Log Mega Knight
Arrows The Log Electro Wizard Mega Knight
Lightning Electro Wizard Arrows
Lightning Arrows P.E.K.K.A The Log Electro Wizard Mega Knight
P.E.K.K.A
Knight Electro Wizard Mega Knight
Electro Wizard Arrows Knight The Log Mega Knight
Arrows Electro Wizard
P.E.K.K.A Mega Knight Knight Lightning The Log Electro Wizard
Mega Knight Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Electro Wizard Mega Knight
Lightning P.E.K.K.A The Log Electro Wizard Mega Knight
Mega Knight Arrows Knight P.E.K.K.A Electro Wizard
Arrows Mega Knight Knight The Log Electro Wizard
Arrows The Log Knight Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Mega Knight Arrows Knight P.E.K.K.A The Log Electro Wizard

Counters to secondary win conditions

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

Knight Mega Knight P.E.K.K.A Electro Wizard
Electro Wizard Arrows Knight Lightning The Log Mega Knight
P.E.K.K.A Mega Knight Knight Lightning The Log Electro Wizard
Lightning P.E.K.K.A Mega Knight Knight The Log Electro Wizard
P.E.K.K.A Knight Mega Knight
Arrows Electro Wizard
P.E.K.K.A Knight Lightning Electro Wizard
P.E.K.K.A Mega Knight Knight
Lightning P.E.K.K.A Electro Wizard Mega Knight Knight The Log
P.E.K.K.A
P.E.K.K.A Mega Knight Knight
Lightning P.E.K.K.A Mega Knight Arrows The Log Electro Wizard
Lightning P.E.K.K.A Mega Knight Knight
Mega Knight
Electro Wizard Knight Lightning P.E.K.K.A The Log
Arrows Mega Knight P.E.K.K.A The Log Electro Wizard
Arrows 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.)

Lightning Arrows Knight The Log
Arrows The Log Electro Wizard
Lightning Arrows The Log
Lightning Arrows Knight The Log
Arrows The Log Mega Knight
Arrows
Arrows The Log
Arrows The Log Lightning
Arrows The Log Lightning
Lightning Electro Wizard
Lightning Arrows Knight The Log Electro Wizard
Lightning Arrows
Lightning Knight The Log
Lightning Arrows
Lightning Arrows The Log
Lightning Arrows The Log
Lightning Arrows The Log Mega Knight
Lightning Arrows
Lightning
Lightning Arrows The Log Electro Wizard Mega Knight
Lightning Arrows The Log Mega Knight
Lightning The Log Mega Knight
Lightning Arrows
Lightning The Log
Lightning Arrows The Log
Arrows The Log Mega Knight
Arrows The Log Lightning Electro Wizard
Lightning Arrows The Log Mega Knight
Lightning Arrows The Log
Lightning Arrows Electro Wizard
Lightning Electro Wizard
Lightning
Lightning Arrows The Log Mega Knight
Lightning Arrows Electro Wizard
P.E.K.K.A Mega Knight
Arrows Lightning The Log
Lightning Electro Wizard
Lightning Arrows Electro Wizard
Arrows The Log
Lightning Knight Electro Wizard Mega Knight
Arrows The Log Lightning
Lightning Arrows
P.E.K.K.A Mega Knight
Lightning The Log Electro Wizard
Lightning Electro Wizard
Lightning The Log Electro Wizard Mega Knight
P.E.K.K.A
Lightning Mega Knight

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