My Best Clash Royale Deck

Deck Check Rating

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

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!

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.

Wizard Balloon 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.

Balloon

Damage spells

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

Rage The Log

Punishments

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

Elite Barbarians Balloon

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.

Elite Barbarians Balloon 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.

Elite Barbarians Balloon 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
Elite Barbarians Skeleton Army Balloon
Giant Snowball
Skeleton Army Balloon
Zap
Skeleton Army Balloon
Barbarian Barrel
Elite Barbarians Wizard Skeleton Army Electro Wizard
The Log
Elite Barbarians Skeleton Army
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Elite Barbarians Wizard Skeleton Army Balloon P.E.K.K.A Electro Wizard
Fireball
Elite Barbarians Wizard Skeleton Army Balloon Electro Wizard
Poison
Wizard Skeleton Army Balloon Electro Wizard
Lightning
Elite Barbarians Wizard Balloon Electro Wizard
Rocket
Elite Barbarians Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Rage Skeleton Army 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.

Elite Barbarians 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage The Log Skeleton Army Electro Wizard Wizard Balloon Elite Barbarians P.E.K.K.A

Shortest cycle

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

11 Rage The Log Skeleton Army Electro Wizard

Attack Synergies 3 9

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.

Elite Barbarians
Rage Wizard The Log
Wizard
Elite Barbarians Rage Balloon P.E.K.K.A
Rage
Elite Barbarians Balloon Wizard Electro Wizard
Skeleton Army
Balloon
Rage Wizard The Log Electro Wizard
P.E.K.K.A
Electro Wizard Wizard The Log
The Log
Elite Barbarians Balloon P.E.K.K.A
Electro Wizard
P.E.K.K.A Rage Balloon

Defense Synergies 1 10

Elite Barbarians
Wizard The Log
Wizard
Elite Barbarians Skeleton Army P.E.K.K.A The Log Electro Wizard
Rage
Skeleton Army
Wizard The Log Electro Wizard
Balloon
P.E.K.K.A
The Log Wizard Electro Wizard
The Log
P.E.K.K.A Elite Barbarians Wizard Skeleton Army Electro Wizard
Electro Wizard
Wizard Skeleton Army P.E.K.K.A 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.

Wizard The Log Electro Wizard
Elite Barbarians Skeleton Army P.E.K.K.A The Log Electro Wizard
Skeleton Army P.E.K.K.A Elite Barbarians Electro Wizard
Elite Barbarians Skeleton Army P.E.K.K.A Electro Wizard
Elite Barbarians Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Electro Wizard
Electro Wizard Wizard
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Electro Wizard
Skeleton Army Electro Wizard Wizard The Log
Wizard Electro Wizard
Skeleton Army P.E.K.K.A Elite Barbarians Wizard The Log Electro Wizard
Wizard Skeleton Army P.E.K.K.A The Log Electro Wizard
Elite Barbarians Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army Elite Barbarians P.E.K.K.A The Log Electro Wizard
Wizard Elite Barbarians Skeleton Army P.E.K.K.A Electro Wizard
Elite Barbarians Wizard Skeleton Army The Log Electro Wizard
Wizard The Log Electro Wizard
P.E.K.K.A Elite Barbarians Electro Wizard
Wizard Skeleton Army Elite Barbarians 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.

Skeleton Army Elite Barbarians P.E.K.K.A Electro Wizard
Electro Wizard Elite Barbarians Wizard The Log
Skeleton Army P.E.K.K.A Elite Barbarians The Log Electro Wizard
Skeleton Army P.E.K.K.A Elite Barbarians The Log Electro Wizard
P.E.K.K.A Elite Barbarians Skeleton Army
Wizard Electro Wizard
Skeleton Army P.E.K.K.A Elite Barbarians Electro Wizard
P.E.K.K.A Elite Barbarians Skeleton Army
P.E.K.K.A Electro Wizard Elite Barbarians Skeleton Army The Log
P.E.K.K.A Skeleton Army
P.E.K.K.A Elite Barbarians
Skeleton Army P.E.K.K.A Elite Barbarians The Log Electro Wizard
Elite Barbarians Skeleton Army P.E.K.K.A Wizard
Wizard Skeleton Army
Elite Barbarians Skeleton Army Electro Wizard P.E.K.K.A The Log
Elite Barbarians Wizard P.E.K.K.A The Log 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.)

The Log
The Log Electro Wizard
The Log
The Log
Wizard The Log
Wizard
Wizard The Log
The Log Wizard
The Log Wizard
Elite Barbarians Electro Wizard
Wizard The Log Electro Wizard
Wizard
Elite Barbarians The Log
Elite Barbarians The Log
Wizard The Log
Wizard The Log
Wizard The Log Electro Wizard
Wizard The Log
The Log
Wizard
The Log
The Log
The Log Wizard
The Log Wizard Electro Wizard
Wizard The Log
The Log
Elite Barbarians Wizard Electro Wizard
Electro Wizard Wizard
Elite Barbarians
Wizard The Log
Electro Wizard
P.E.K.K.A
Wizard The Log
Electro Wizard Skeleton Army
Wizard Electro Wizard
The Log
Wizard Electro Wizard
The Log Wizard
Elite Barbarians P.E.K.K.A
Elite Barbarians The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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