My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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.

Tesla Electro Wizard Magic Archer

Defensive buildings

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

Tesla

Investments

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

Tesla Battle Ram P.E.K.K.A Electro Wizard Magic Archer Golden Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Battle Ram

Damage spells

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

Arrows Tornado

Punishments

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

Battle Ram Golden 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.

Battle Ram P.E.K.K.A Magic Archer

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.

Electro Wizard Magic Archer Golden Knight

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Magic Archer

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 Battle Ram Tornado 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Tornado Tesla Battle Ram Electro Wizard Magic Archer Golden Knight P.E.K.K.A

Shortest cycle

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

14 Arrows Tornado Tesla Battle Ram

Attack Synergies 6 7

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
P.E.K.K.A Battle Ram
Tesla
Battle Ram
Magic Archer Arrows Tornado P.E.K.K.A Electro Wizard Golden Knight
Tornado
P.E.K.K.A Magic Archer Battle Ram
P.E.K.K.A
Arrows Tornado Electro Wizard Magic Archer Battle Ram
Electro Wizard
P.E.K.K.A Battle Ram Magic Archer
Magic Archer
Battle Ram Tornado P.E.K.K.A Electro Wizard Golden Knight
Golden Knight
Battle Ram Magic Archer

Defense Synergies 2 10

Arrows
Tesla Tornado P.E.K.K.A Golden Knight
Tesla
Arrows Tornado Electro Wizard Magic Archer
Battle Ram
Tornado
P.E.K.K.A Magic Archer Arrows Tesla Electro Wizard
P.E.K.K.A
Tornado Arrows Electro Wizard
Electro Wizard
Tesla Tornado P.E.K.K.A Magic Archer
Magic Archer
Tornado Tesla Electro Wizard
Golden Knight
Arrows

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.

Tesla Electro Wizard Magic Archer Golden Knight
P.E.K.K.A Tesla Electro Wizard
Tesla Tornado P.E.K.K.A Electro Wizard
Tesla P.E.K.K.A Electro Wizard
Arrows Tornado P.E.K.K.A
Arrows Tornado Tesla Electro Wizard Magic Archer
Tesla Tornado Electro Wizard Arrows Magic Archer
Arrows Tesla P.E.K.K.A Electro Wizard Magic Archer Golden Knight
Tesla P.E.K.K.A Tornado
Tornado Tesla Electro Wizard
Electro Wizard Arrows Tesla Tornado Magic Archer
Arrows Tesla Tornado Electro Wizard Magic Archer
Tesla P.E.K.K.A Electro Wizard
Arrows Tesla Tornado P.E.K.K.A Electro Wizard Magic Archer Golden Knight
P.E.K.K.A Tesla Electro Wizard
Tornado Tesla P.E.K.K.A Electro Wizard
Tesla Arrows Tornado P.E.K.K.A Electro Wizard
Arrows Tesla Tornado Electro Wizard Magic Archer Golden Knight
Arrows Tornado Tesla Electro Wizard Magic Archer
P.E.K.K.A Tesla Tornado Electro Wizard
Arrows Tesla 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.

Tesla P.E.K.K.A Electro Wizard
Electro Wizard Arrows Tesla Magic Archer
P.E.K.K.A Electro Wizard Golden Knight
P.E.K.K.A Tesla Tornado Electro Wizard
P.E.K.K.A Tesla
Arrows Tesla Tornado Electro Wizard Magic Archer
P.E.K.K.A Tesla Electro Wizard
P.E.K.K.A Tesla
P.E.K.K.A Electro Wizard Tornado Magic Archer
P.E.K.K.A Tesla
P.E.K.K.A Tesla Golden Knight
P.E.K.K.A Arrows Tornado Electro Wizard
P.E.K.K.A Tesla Golden Knight
Tesla Magic Archer
Tesla Electro Wizard Tornado P.E.K.K.A Magic Archer Golden Knight
Arrows Tesla P.E.K.K.A Electro Wizard Magic Archer Golden Knight
Arrows 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.)

Magic Archer Arrows Golden Knight
Arrows Tornado Electro Wizard Magic Archer Golden Knight
Arrows Magic Archer
Arrows
Arrows Magic Archer
Arrows Tornado Magic Archer
Arrows Tornado Magic Archer
Arrows Tornado Magic Archer
Arrows Tornado Golden Knight
Tornado Electro Wizard
Arrows Tornado Electro Wizard Magic Archer Golden Knight
Arrows Tornado Magic Archer
Magic Archer Golden Knight
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer Golden Knight
Magic Archer Arrows
Arrows Tornado
Arrows Electro Wizard Magic Archer
Arrows Tornado Magic Archer Golden Knight
Magic Archer
Arrows Tornado
Tornado
Arrows
Arrows Tornado Magic Archer
Arrows Tornado Electro Wizard Magic Archer Golden Knight
Arrows Tornado Magic Archer Golden Knight
Arrows Tornado Magic Archer Golden Knight
Arrows Tornado Electro Wizard Magic Archer
Electro Wizard
Arrows Magic Archer
Arrows Electro Wizard Magic Archer
P.E.K.K.A
Arrows Magic Archer
Electro Wizard Magic Archer
Arrows Tornado Electro Wizard Magic Archer
Arrows
Electro Wizard Magic Archer
Arrows Magic Archer
Arrows Tornado
P.E.K.K.A
Tornado Electro Wizard Magic Archer Golden Knight
Tornado Electro Wizard Magic Archer
Tornado Electro Wizard Magic Archer Golden Knight
P.E.K.K.A

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