My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers 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.

Fireball The Log

Punishments

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

Mini P.E.K.K.A 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.

Mini P.E.K.K.A Hog Rider

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.

Mini P.E.K.K.A 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
Archers Hog Rider Skeleton Army
Giant Snowball
Archers Cannon Hog Rider Skeleton Army
Zap
Archers Cannon Skeleton Army
Barbarian Barrel
Archers Cannon Skeleton Army Electro Wizard
The Log
Archers Cannon Mini P.E.K.K.A Hog Rider Skeleton Army
Earthquake
Archers Cannon Hog Rider Skeleton Army
Arrows
Archers Skeleton Army
Royal Delivery
Archers Mini P.E.K.K.A Hog Rider Skeleton Army Electro Wizard
Fireball
Archers Cannon Hog Rider Skeleton Army Electro Wizard
Poison
Archers Cannon Skeleton Army Electro Wizard
Lightning
Cannon Mini P.E.K.K.A Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Mini P.E.K.K.A Skeleton Army

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 Skeleton Army

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.

The Log Archers Cannon Skeleton Army Fireball Mini P.E.K.K.A Hog Rider Electro Wizard

Shortest cycle

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

11 The Log Archers Cannon Skeleton Army

Attack Synergies 2 8

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.

Archers
Mini P.E.K.K.A Hog Rider
Cannon
Fireball
Hog Rider The Log Electro Wizard
Mini P.E.K.K.A
Archers Hog Rider The Log Electro Wizard
Hog Rider
Fireball The Log Archers Mini P.E.K.K.A Electro Wizard
Skeleton Army
The Log
Hog Rider Fireball Mini P.E.K.K.A
Electro Wizard
Fireball Mini P.E.K.K.A Hog Rider

Defense Synergies 4 15

Archers
Cannon Mini P.E.K.K.A Skeleton Army The Log Electro Wizard
Cannon
The Log Archers Fireball Mini P.E.K.K.A Skeleton Army Electro Wizard
Fireball
The Log Cannon Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A
The Log Electro Wizard Archers Cannon Fireball Skeleton Army
Hog Rider
Skeleton Army
Archers Cannon Mini P.E.K.K.A The Log Electro Wizard
The Log
Cannon Fireball Mini P.E.K.K.A Archers Skeleton Army Electro Wizard
Electro Wizard
Mini P.E.K.K.A Archers Cannon Fireball Skeleton Army The Log

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.

Cannon Fireball The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army Cannon The Log Electro Wizard
Cannon Mini P.E.K.K.A Skeleton Army Archers Electro Wizard
Cannon Mini P.E.K.K.A Skeleton Army Electro Wizard
Fireball Mini P.E.K.K.A Skeleton Army The Log
Fireball Skeleton Army The Log Archers Cannon Electro Wizard
Electro Wizard Archers Cannon Fireball
Cannon Fireball The Log Electro Wizard
Cannon Mini P.E.K.K.A Skeleton Army
Skeleton Army Archers Cannon Mini P.E.K.K.A Electro Wizard
Archers Skeleton Army Electro Wizard Cannon Fireball The Log
Archers Fireball Electro Wizard
Cannon Mini P.E.K.K.A Skeleton Army Fireball The Log Electro Wizard
Fireball Skeleton Army Cannon Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army Cannon Electro Wizard
Skeleton Army Cannon Fireball Mini P.E.K.K.A The Log Electro Wizard
Cannon Fireball Mini P.E.K.K.A Skeleton Army Electro Wizard
Cannon Fireball Archers Skeleton Army The Log Electro Wizard
The Log Archers Cannon Fireball Electro Wizard
Mini P.E.K.K.A Cannon Electro Wizard
Skeleton Army Archers Cannon Fireball Mini 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.

Mini P.E.K.K.A Skeleton Army Archers Fireball Electro Wizard
Fireball Electro Wizard Archers Mini P.E.K.K.A The Log
Skeleton Army Mini P.E.K.K.A The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army Fireball The Log Electro Wizard
Cannon Mini P.E.K.K.A Skeleton Army
Fireball Archers Electro Wizard
Mini P.E.K.K.A Skeleton Army Archers Fireball Electro Wizard
Mini P.E.K.K.A Skeleton Army
Electro Wizard Fireball Mini P.E.K.K.A Skeleton Army The Log
Cannon Skeleton Army
Mini P.E.K.K.A
Skeleton Army Fireball The Log Electro Wizard
Mini P.E.K.K.A Skeleton Army Cannon Fireball
Archers Cannon Fireball Skeleton Army
Skeleton Army Electro Wizard Archers Fireball Mini P.E.K.K.A The Log
Archers Cannon Fireball Mini P.E.K.K.A The Log Electro Wizard
Cannon 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 The Log
Fireball The Log Electro Wizard
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Archers The Log
Fireball The Log
Fireball The Log
Fireball Mini P.E.K.K.A Electro Wizard
Fireball The Log Electro Wizard
Fireball Archers
Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Mini P.E.K.K.A
Archers Fireball Mini P.E.K.K.A The Log Electro Wizard
Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fireball
Fireball The Log Electro Wizard
Fireball The Log
Fireball The Log
Archers Fireball Electro Wizard
Electro Wizard Fireball
Fireball Mini P.E.K.K.A
Fireball The Log
Fireball Electro Wizard
Fireball The Log
Electro Wizard Archers Fireball Skeleton Army
Fireball Archers Electro Wizard
The Log Fireball
Fireball Mini P.E.K.K.A Electro Wizard
The Log Fireball
Fireball
Fireball The Log Electro Wizard
Fireball Electro Wizard
Fireball The Log Electro Wizard
Fireball

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