My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Wizard 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.

Valkyrie Battle Ram Wizard 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.

Battle Ram Hog Rider

Damage spells

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

Arrows Fireball

Punishments

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

Battle Ram 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.

Valkyrie Battle Ram 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Valkyrie Wizard

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 Valkyrie Battle Ram P.E.K.K.A

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 Wizard 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.

Arrows Fireball Valkyrie Battle Ram Hog Rider Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

15 Arrows Fireball Valkyrie Battle Ram

Attack Synergies 6 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
Fireball Hog Rider P.E.K.K.A Battle Ram
Fireball
Arrows Hog Rider Battle Ram Electro Wizard
Valkyrie
Hog Rider Battle Ram Wizard P.E.K.K.A Electro Wizard
Battle Ram
Arrows Fireball Valkyrie P.E.K.K.A Electro Wizard
Hog Rider
Arrows Fireball Valkyrie Wizard Electro Wizard
Wizard
Valkyrie Hog Rider P.E.K.K.A
P.E.K.K.A
Arrows Electro Wizard Valkyrie Battle Ram Wizard
Electro Wizard
P.E.K.K.A Fireball Valkyrie Battle Ram Hog Rider

Defense Synergies 0 11

Arrows
Fireball Valkyrie P.E.K.K.A
Fireball
Arrows Valkyrie Electro Wizard
Valkyrie
Arrows Fireball Wizard P.E.K.K.A Electro Wizard
Battle Ram
Hog Rider
Wizard
Valkyrie P.E.K.K.A Electro Wizard
P.E.K.K.A
Arrows Valkyrie Wizard Electro Wizard
Electro Wizard
Fireball Valkyrie Wizard 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.

Fireball Valkyrie Wizard Electro Wizard
P.E.K.K.A Valkyrie Electro Wizard
P.E.K.K.A Valkyrie Electro Wizard
P.E.K.K.A Valkyrie Electro Wizard
Arrows Fireball Valkyrie P.E.K.K.A
Arrows Fireball Valkyrie Electro Wizard
Electro Wizard Arrows Fireball Wizard
Arrows Fireball Valkyrie P.E.K.K.A Electro Wizard
P.E.K.K.A
Valkyrie Electro Wizard
Valkyrie Electro Wizard Arrows Fireball Wizard
Arrows Fireball Wizard Electro Wizard
P.E.K.K.A Fireball Valkyrie Wizard Electro Wizard
Fireball Valkyrie Wizard Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Fireball P.E.K.K.A Electro Wizard
Wizard Arrows Fireball Valkyrie P.E.K.K.A Electro Wizard
Arrows Fireball Valkyrie Wizard Electro Wizard
Arrows Valkyrie Wizard Fireball Electro Wizard
P.E.K.K.A Electro Wizard
Valkyrie Wizard Arrows Fireball P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Valkyrie Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Arrows Valkyrie Wizard
P.E.K.K.A Valkyrie Electro Wizard
Valkyrie P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A Valkyrie
Arrows Fireball Wizard Electro Wizard
P.E.K.K.A Fireball Valkyrie Electro Wizard
P.E.K.K.A Valkyrie
P.E.K.K.A Electro Wizard Fireball Valkyrie
P.E.K.K.A
P.E.K.K.A Valkyrie
P.E.K.K.A Arrows Fireball Valkyrie Electro Wizard
P.E.K.K.A Fireball Valkyrie Wizard
Wizard Fireball Valkyrie
Electro Wizard Fireball Valkyrie P.E.K.K.A
Arrows Valkyrie Fireball Wizard P.E.K.K.A Electro Wizard
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 Valkyrie
Arrows Fireball Electro Wizard
Arrows Fireball
Arrows Fireball Valkyrie
Fireball Wizard Arrows Valkyrie
Arrows Fireball Wizard
Arrows Wizard
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball Electro Wizard
Arrows Fireball Valkyrie Wizard Electro Wizard
Fireball Arrows Wizard
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard Electro Wizard
Arrows Fireball Valkyrie Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Valkyrie Wizard
Arrows Fireball Wizard Electro Wizard
Fireball Arrows Wizard
Fireball Arrows
Arrows Fireball Wizard Electro Wizard
Electro Wizard Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball Electro Wizard
P.E.K.K.A
Arrows Fireball Wizard
Electro Wizard Fireball
Fireball Arrows Wizard Electro Wizard
Arrows Fireball
Fireball Valkyrie Wizard Electro Wizard
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Fireball Electro Wizard
Fireball Electro Wizard
Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard

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