My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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.

Firecracker Electro Wizard Little Prince

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.

Firecracker P.E.K.K.A Electro Wizard Mega Knight Little Prince

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.

Rage The Log

Punishments

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

Hog Rider Mega 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.

Hog Rider P.E.K.K.A Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker The Log Mega Knight

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.

Rage P.E.K.K.A Mega Knight

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.

Rage The Log Firecracker Little Prince Hog Rider Electro Wizard P.E.K.K.A Mega Knight

Shortest cycle

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

10 Rage The Log Firecracker Little Prince

Attack Synergies 4 10

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.

Firecracker
Hog Rider P.E.K.K.A Mega Knight
Hog Rider
Firecracker Rage The Log Electro Wizard Mega Knight Little Prince
Rage
Hog Rider Electro Wizard
P.E.K.K.A
Electro Wizard Firecracker The Log
The Log
Hog Rider P.E.K.K.A Mega Knight Little Prince
Electro Wizard
P.E.K.K.A Hog Rider Rage Mega Knight
Mega Knight
Firecracker Hog Rider The Log Electro Wizard
Little Prince
Hog Rider The Log

Defense Synergies 2 9

Firecracker
The Log P.E.K.K.A Electro Wizard Mega Knight
Hog Rider
Rage
P.E.K.K.A
The Log Firecracker Electro Wizard
The Log
Firecracker P.E.K.K.A Electro Wizard Mega Knight Little Prince
Electro Wizard
Firecracker P.E.K.K.A The Log Mega Knight Little Prince
Mega Knight
Firecracker The Log Electro Wizard
Little Prince
The Log Electro Wizard

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.

Firecracker The Log Electro Wizard
P.E.K.K.A Firecracker The Log Electro Wizard Mega Knight
P.E.K.K.A Mega Knight Electro Wizard
P.E.K.K.A Firecracker Electro Wizard Mega Knight
Firecracker P.E.K.K.A The Log Mega Knight
The Log Firecracker Electro Wizard Mega Knight
Electro Wizard Firecracker Little Prince
P.E.K.K.A The Log Electro Wizard Mega Knight
P.E.K.K.A
Firecracker Electro Wizard Mega Knight Little Prince
Electro Wizard Firecracker The Log Mega Knight
Firecracker Electro Wizard
P.E.K.K.A Mega Knight The Log Electro Wizard
Mega Knight Firecracker P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard Mega Knight
P.E.K.K.A The Log Electro Wizard Mega Knight
Mega Knight Firecracker P.E.K.K.A Electro Wizard
Mega Knight Firecracker The Log Electro Wizard Little Prince
The Log Firecracker Electro Wizard Mega Knight Little Prince
P.E.K.K.A Electro Wizard
Mega Knight Firecracker P.E.K.K.A The Log Electro Wizard Little Prince
P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight P.E.K.K.A Electro Wizard
Electro Wizard Firecracker The Log Mega Knight
P.E.K.K.A Mega Knight The Log Electro Wizard
P.E.K.K.A Mega Knight The Log Electro Wizard
P.E.K.K.A Mega Knight
Firecracker Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Mega Knight
P.E.K.K.A Electro Wizard Mega Knight Firecracker The Log
P.E.K.K.A
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight The Log Electro Wizard
P.E.K.K.A Mega Knight
Firecracker Mega Knight
Electro Wizard Firecracker P.E.K.K.A The Log Little Prince
Mega Knight Firecracker P.E.K.K.A The Log 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.)

Firecracker The Log
Firecracker The Log Electro Wizard
The Log
Firecracker The Log
Firecracker The Log Mega Knight
Firecracker
Firecracker The Log
The Log Firecracker
The Log Firecracker
Electro Wizard
Firecracker The Log Electro Wizard
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log Mega Knight
Firecracker The Log Electro Wizard Mega Knight
Firecracker The Log Mega Knight Little Prince
The Log Mega Knight
The Log
The Log
Firecracker The Log Mega Knight Little Prince
Firecracker The Log Electro Wizard
The Log Mega Knight
Firecracker The Log
Firecracker Electro Wizard Little Prince
Electro Wizard Firecracker
The Log Mega Knight
Firecracker Electro Wizard
P.E.K.K.A Mega Knight
Firecracker The Log
Electro Wizard
Firecracker Electro Wizard
The Log
Firecracker Electro Wizard Mega Knight
The Log Firecracker
Firecracker P.E.K.K.A Mega Knight
Firecracker The Log Electro Wizard
Firecracker Electro Wizard
Firecracker The Log Electro Wizard Mega Knight Little Prince
P.E.K.K.A
Firecracker Mega Knight

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