My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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.

Electro Wizard Night Witch

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.

P.E.K.K.A Electro Wizard Night Witch Mega Knight

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 Mega Knight

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.

Goblins Hog Rider Battle Healer 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.

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 Night Witch
Giant Snowball
Goblins Hog Rider Night Witch
Zap
Goblins Night Witch
Barbarian Barrel
Goblins Electro Wizard Night Witch
The Log
Goblins Hog Rider
Earthquake
Hog Rider
Arrows
Goblins Night Witch
Royal Delivery
Goblins Hog Rider Battle Healer P.E.K.K.A Electro Wizard Night Witch
Fireball
Hog Rider Battle Healer Electro Wizard Night Witch
Poison
Battle Healer Electro Wizard Night Witch
Lightning
Battle Healer Electro Wizard Night Witch
Rocket
Hog Rider Battle Healer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Battle Healer P.E.K.K.A Night Witch 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.

Goblins 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.

Goblins Zap Hog Rider Battle Healer Electro Wizard Night Witch P.E.K.K.A Mega Knight

Shortest cycle

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

12 Goblins Zap Hog Rider Battle Healer

Attack Synergies 5 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.

Goblins
Hog Rider Zap
Zap
Hog Rider P.E.K.K.A Electro Wizard Goblins Battle Healer Night Witch Mega Knight
Hog Rider
Goblins Zap Battle Healer Electro Wizard Mega Knight
Battle Healer
Zap Hog Rider Electro Wizard Night Witch
P.E.K.K.A
Zap Electro Wizard Night Witch
Electro Wizard
Zap P.E.K.K.A Hog Rider Battle Healer Mega Knight
Night Witch
Zap Battle Healer P.E.K.K.A Mega Knight
Mega Knight
Zap Hog Rider Electro Wizard Night Witch

Defense Synergies 2 13

Goblins
Zap Battle Healer Electro Wizard Night Witch
Zap
Electro Wizard Mega Knight Goblins Battle Healer P.E.K.K.A Night Witch
Hog Rider
Battle Healer
Goblins Zap Electro Wizard Night Witch
P.E.K.K.A
Zap Electro Wizard
Electro Wizard
Zap Goblins Battle Healer P.E.K.K.A Night Witch Mega Knight
Night Witch
Goblins Zap Battle Healer Electro Wizard Mega Knight
Mega Knight
Zap Electro Wizard Night Witch

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 Electro Wizard
P.E.K.K.A Goblins Zap Battle Healer Electro Wizard Night Witch Mega Knight
P.E.K.K.A Mega Knight Goblins Electro Wizard Night Witch
P.E.K.K.A Night Witch Goblins Electro Wizard Mega Knight
Battle Healer P.E.K.K.A Mega Knight
Goblins Zap Electro Wizard Night Witch Mega Knight
Electro Wizard Zap Night Witch
Zap Battle Healer P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A Goblins Night Witch
Goblins Battle Healer Electro Wizard Night Witch Mega Knight
Goblins Electro Wizard Zap Night Witch Mega Knight
Zap Electro Wizard Night Witch
P.E.K.K.A Night Witch Mega Knight Zap Battle Healer Electro Wizard
Mega Knight Goblins Zap P.E.K.K.A Electro Wizard Night Witch
P.E.K.K.A Electro Wizard Mega Knight
Zap P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Goblins P.E.K.K.A Electro Wizard Night Witch
Mega Knight Goblins Zap Battle Healer Electro Wizard Night Witch
Zap Battle Healer Electro Wizard Mega Knight
P.E.K.K.A Electro Wizard
Mega Knight Goblins Battle Healer P.E.K.K.A Electro Wizard Night Witch

Counters to secondary win conditions

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

Mega Knight Goblins Zap Battle Healer P.E.K.K.A Electro Wizard
Electro Wizard Zap Battle Healer Mega Knight
P.E.K.K.A Mega Knight Goblins Zap Battle Healer Electro Wizard
P.E.K.K.A Mega Knight Zap Battle Healer Electro Wizard Night Witch
P.E.K.K.A Battle Healer Night Witch Mega Knight
Zap Electro Wizard
P.E.K.K.A Goblins Battle Healer Electro Wizard Night Witch
P.E.K.K.A Mega Knight Battle Healer
Zap P.E.K.K.A Electro Wizard Mega Knight Goblins
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap Electro Wizard
P.E.K.K.A Mega Knight Night Witch
Mega Knight
Electro Wizard Goblins Zap Battle Healer P.E.K.K.A Night Witch
Mega Knight Zap Battle Healer P.E.K.K.A Electro Wizard
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.)

Zap Electro Wizard
Zap Mega Knight
Zap
Zap
Zap
Goblins Electro Wizard Night Witch
Zap Electro Wizard
Zap
Zap
Zap
Mega Knight
Night Witch
Zap Electro Wizard Mega Knight
Zap Mega Knight
Night Witch Mega Knight
Zap
Zap Mega Knight
Zap Electro Wizard
Zap Mega Knight
Zap
Zap Electro Wizard Night Witch
Zap Electro Wizard
Night Witch
Zap Night Witch Mega Knight
Zap Electro Wizard
P.E.K.K.A Mega Knight
Zap Electro Wizard Night Witch
Zap Electro Wizard
Electro Wizard Mega Knight
Zap
Zap
P.E.K.K.A Mega Knight
Zap Electro Wizard
Zap Electro Wizard
Zap Electro Wizard Mega Knight
P.E.K.K.A
Mega Knight

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