My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Godly!
Versatility
Great!
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.

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers 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.

Archers Knight Firecracker Battle Ram 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 Wall Breakers

Damage spells

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

Poison

Punishments

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

Battle Ram Wall Breakers

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Battle Ram Wall Breakers 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.

Firecracker 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 Battle Ram Wall Breakers
Giant Snowball
Archers Battle Ram Wall Breakers
Zap
Archers Firecracker Battle Ram Wall Breakers
Barbarian Barrel
Archers Knight Firecracker Battle Ram Wall Breakers Electro Wizard
The Log
Archers Firecracker Battle Ram Wall Breakers
Earthquake
Archers Firecracker
Arrows
Archers Firecracker Wall Breakers
Royal Delivery
Archers Knight Firecracker Battle Ram Wall Breakers P.E.K.K.A Electro Wizard
Fireball
Archers Firecracker Battle Ram Wall Breakers Electro Wizard
Poison
Archers Firecracker Electro Wizard
Lightning
Knight Battle Ram Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Poison

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Poison

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.

Knight Battle Ram Poison 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Archers Knight Firecracker Battle Ram Poison Electro Wizard P.E.K.K.A

Shortest cycle

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

11 Wall Breakers Archers Knight Firecracker

Attack Synergies 7 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.

Archers
Knight Battle Ram Wall Breakers P.E.K.K.A
Knight
Archers Firecracker Battle Ram Wall Breakers Poison Electro Wizard
Firecracker
Knight Battle Ram Wall Breakers P.E.K.K.A
Battle Ram
Knight Poison Archers Firecracker Wall Breakers P.E.K.K.A Electro Wizard
Wall Breakers
Knight Archers Firecracker Battle Ram Electro Wizard
Poison
Battle Ram P.E.K.K.A Knight
P.E.K.K.A
Poison Electro Wizard Archers Firecracker Battle Ram
Electro Wizard
P.E.K.K.A Knight Battle Ram Wall Breakers

Defense Synergies 3 8

Archers
Knight Firecracker P.E.K.K.A Electro Wizard
Knight
Archers Firecracker Electro Wizard Poison
Firecracker
Knight Archers P.E.K.K.A Electro Wizard
Battle Ram
Wall Breakers
Poison
Knight Electro Wizard
P.E.K.K.A
Archers Firecracker Electro Wizard
Electro Wizard
Knight Archers Firecracker Poison 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.

Knight Firecracker Electro Wizard
P.E.K.K.A Knight Firecracker Electro Wizard
P.E.K.K.A Archers Knight Electro Wizard
P.E.K.K.A Knight Firecracker Electro Wizard
Firecracker Poison P.E.K.K.A
Archers Firecracker Electro Wizard
Electro Wizard Archers Firecracker Poison
Poison P.E.K.K.A Electro Wizard
P.E.K.K.A
Knight Archers Firecracker Electro Wizard
Archers Poison Electro Wizard Knight Firecracker
Archers Firecracker Poison Electro Wizard
P.E.K.K.A Knight Electro Wizard
Firecracker Poison P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Electro Wizard
Knight Firecracker Poison P.E.K.K.A Electro Wizard
Archers Knight Firecracker Electro Wizard
Poison Archers Knight Firecracker Electro Wizard
P.E.K.K.A Electro Wizard
Archers Knight Firecracker Poison 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.

Knight Archers P.E.K.K.A Electro Wizard
Poison Electro Wizard Archers Knight Firecracker
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight
Firecracker Poison Archers Electro Wizard
P.E.K.K.A Archers Knight Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Knight Firecracker Poison
P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A Poison Electro Wizard
P.E.K.K.A Knight
Archers Firecracker
Electro Wizard Archers Knight Firecracker Poison P.E.K.K.A
Poison Archers Firecracker P.E.K.K.A Electro Wizard
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.)

Poison Knight Firecracker
Firecracker Poison Electro Wizard
Poison
Knight Firecracker Poison
Poison Firecracker
Firecracker Poison
Archers Firecracker Poison
Poison Firecracker
Poison Firecracker
Poison Electro Wizard
Firecracker Poison Knight Electro Wizard
Poison Archers Firecracker
Poison Knight Firecracker
Firecracker Poison
Firecracker Poison
Firecracker Poison
Firecracker Poison
Poison
Archers Firecracker Poison Electro Wizard
Firecracker Poison
Poison
Poison
Poison
Firecracker Poison
Firecracker Poison Electro Wizard
Poison
Poison Firecracker
Poison Archers Firecracker Electro Wizard
Electro Wizard Firecracker Poison
Poison
Firecracker Poison Electro Wizard
P.E.K.K.A
Firecracker Poison
Electro Wizard Archers
Poison Archers Firecracker Electro Wizard
Poison Knight Firecracker Electro Wizard
Firecracker Poison
Poison
Firecracker P.E.K.K.A
Firecracker Poison Electro Wizard
Firecracker Poison Electro Wizard
Poison Firecracker Electro Wizard
P.E.K.K.A
Firecracker
Poison

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