My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker 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.

Bats Firecracker Dark Prince 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.

Hog Rider

Damage spells

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

Zap

Punishments

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

Hog Rider Dark Prince

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Firecracker Dark Prince

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 Bats Dark Prince 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Bats Zap Firecracker Hog Rider Dark Prince Electro Wizard P.E.K.K.A

Shortest cycle

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

8 Electro Spirit Bats Zap Firecracker

Attack Synergies 7 13

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.

Electro Spirit
Zap Hog Rider P.E.K.K.A
Bats
Hog Rider Zap Firecracker Dark Prince P.E.K.K.A
Zap
Firecracker Hog Rider P.E.K.K.A Electro Wizard Electro Spirit Bats Dark Prince
Firecracker
Zap Hog Rider Bats Dark Prince P.E.K.K.A
Hog Rider
Bats Zap Firecracker Electro Spirit Dark Prince Electro Wizard
Dark Prince
Bats Zap Firecracker Hog Rider Electro Wizard
P.E.K.K.A
Zap Electro Wizard Electro Spirit Bats Firecracker
Electro Wizard
Zap P.E.K.K.A Hog Rider Dark Prince

Defense Synergies 1 16

Electro Spirit
Zap Dark Prince Electro Wizard
Bats
Zap Firecracker Dark Prince P.E.K.K.A Electro Wizard
Zap
Electro Wizard Electro Spirit Bats Firecracker Dark Prince P.E.K.K.A
Firecracker
Bats Zap Dark Prince P.E.K.K.A Electro Wizard
Hog Rider
Dark Prince
Electro Spirit Bats Zap Firecracker Electro Wizard
P.E.K.K.A
Bats Zap Firecracker Electro Wizard
Electro Wizard
Zap Electro Spirit Bats Firecracker Dark Prince 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 Firecracker Electro Wizard
P.E.K.K.A Bats Zap Firecracker Dark Prince Electro Wizard
P.E.K.K.A Bats Dark Prince Electro Wizard
P.E.K.K.A Bats Firecracker Dark Prince Electro Wizard
Firecracker Dark Prince P.E.K.K.A
Electro Spirit Bats Zap Firecracker Dark Prince Electro Wizard
Bats Electro Wizard Electro Spirit Zap Firecracker
Electro Spirit Zap P.E.K.K.A Electro Wizard
P.E.K.K.A
Firecracker Dark Prince Electro Wizard
Bats Electro Wizard Electro Spirit Zap Firecracker Dark Prince
Bats Zap Firecracker Electro Wizard
P.E.K.K.A Bats Zap Dark Prince Electro Wizard
Electro Spirit Bats Zap Firecracker Dark Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A Electro Wizard
Bats Firecracker Dark Prince P.E.K.K.A Electro Wizard
Electro Spirit Bats Zap Firecracker Dark Prince Electro Wizard
Zap Electro Spirit Bats Firecracker Dark Prince Electro Wizard
P.E.K.K.A Electro Wizard
Dark Prince Electro Spirit Bats Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Zap Dark Prince P.E.K.K.A Electro Wizard
Electro Wizard Zap Firecracker
P.E.K.K.A Bats Zap Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Bats Zap Electro Wizard
P.E.K.K.A Dark Prince
Firecracker Electro Spirit Bats Zap Electro Wizard
Dark Prince P.E.K.K.A Bats Electro Wizard
P.E.K.K.A Dark Prince
Zap P.E.K.K.A Electro Wizard Electro Spirit Bats Firecracker Dark Prince
P.E.K.K.A
P.E.K.K.A Bats Dark Prince
P.E.K.K.A Zap Dark Prince Electro Wizard
Dark Prince P.E.K.K.A
Firecracker
Electro Wizard Electro Spirit Bats Zap Firecracker Dark Prince P.E.K.K.A
Bats Electro Spirit Zap Firecracker Dark Prince P.E.K.K.A Electro Wizard
Electro Spirit Zap 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.)

Firecracker
Firecracker Zap Electro Wizard
Firecracker Dark Prince
Zap Firecracker Dark Prince
Firecracker Electro Spirit Bats Zap
Firecracker
Zap Firecracker
Zap Firecracker
Bats Electro Wizard
Firecracker Zap Dark Prince Electro Wizard
Zap Firecracker
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Bats
Zap Firecracker Dark Prince Electro Wizard
Zap Firecracker
Zap
Zap Firecracker Electro Spirit Dark Prince
Firecracker Zap Electro Wizard
Zap
Zap Firecracker
Bats Zap Firecracker Electro Wizard
Zap Electro Wizard Electro Spirit Bats Firecracker
Zap
Zap Electro Spirit Firecracker Electro Wizard
P.E.K.K.A
Firecracker
Zap Electro Wizard Electro Spirit Bats Dark Prince
Zap Firecracker Electro Wizard
Firecracker Dark Prince Electro Wizard
Zap Firecracker
Zap
Firecracker Dark Prince P.E.K.K.A
Zap Electro Spirit Bats Firecracker Electro Wizard
Firecracker Bats Zap Electro Wizard
Zap Firecracker Dark Prince Electro Wizard
P.E.K.K.A
Firecracker

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