My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Hunter

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.

Ice Spirit Hunter P.E.K.K.A Goblinstein

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.

Giant Snowball Fireball The Log

Punishments

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

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.

Ice Spirit Hog Rider 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.

Hog Rider

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
Zap
Barbarian Barrel
Ice Spirit Hunter
The Log
Ice Spirit Hog Rider Hunter
Earthquake
Hog Rider
Arrows
Ice Spirit
Royal Delivery
Ice Spirit Hog Rider Hunter P.E.K.K.A
Fireball
Hog Rider Hunter
Poison
Hunter
Lightning
Hunter Goblinstein
Rocket
Hog Rider Hunter

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Giant Snowball Fireball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Giant Snowball Fireball Hunter 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.

Ice Spirit 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.

Fireball

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.

Ice Spirit Fireball

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Giant Snowball The Log Fireball Hog Rider Hunter Goblinstein P.E.K.K.A

Shortest cycle

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

9 Ice Spirit Giant Snowball The Log Fireball

Attack Synergies 7 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.

Ice Spirit
Hog Rider P.E.K.K.A Giant Snowball Hunter
Giant Snowball
Hog Rider P.E.K.K.A Ice Spirit Fireball Hunter The Log
Fireball
Hog Rider Giant Snowball The Log
Hog Rider
Ice Spirit Giant Snowball Fireball The Log Hunter
Hunter
Ice Spirit Giant Snowball Hog Rider P.E.K.K.A
P.E.K.K.A
Ice Spirit Giant Snowball Goblinstein Hunter The Log
The Log
Hog Rider Giant Snowball Fireball P.E.K.K.A
Goblinstein
P.E.K.K.A

Defense Synergies 3 10

Ice Spirit
Giant Snowball Fireball Hunter P.E.K.K.A The Log
Giant Snowball
Ice Spirit Hunter P.E.K.K.A The Log
Fireball
The Log Ice Spirit
Hog Rider
Hunter
Ice Spirit Giant Snowball P.E.K.K.A The Log
P.E.K.K.A
The Log Goblinstein Ice Spirit Giant Snowball Hunter
The Log
Fireball P.E.K.K.A Ice Spirit Giant Snowball Hunter
Goblinstein
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.

Fireball The Log
Hunter P.E.K.K.A Ice Spirit The Log
Hunter P.E.K.K.A Giant Snowball
Hunter P.E.K.K.A
Fireball P.E.K.K.A The Log
Fireball The Log Giant Snowball Hunter
Giant Snowball Hunter Ice Spirit Fireball
Fireball P.E.K.K.A The Log
Hunter P.E.K.K.A
Ice Spirit Giant Snowball Hunter
Giant Snowball Fireball Hunter The Log
Hunter Giant Snowball Fireball
Hunter P.E.K.K.A Ice Spirit Giant Snowball Fireball The Log
Fireball Ice Spirit Giant Snowball Hunter P.E.K.K.A The Log
P.E.K.K.A Hunter
Ice Spirit Giant Snowball Fireball Hunter P.E.K.K.A The Log Goblinstein
Fireball Hunter P.E.K.K.A
Ice Spirit Fireball Giant Snowball Hunter The Log
Giant Snowball Hunter The Log Ice Spirit Fireball
P.E.K.K.A Hunter
Giant Snowball Fireball Hunter P.E.K.K.A The Log
P.E.K.K.A Hunter

Counters to secondary win conditions

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

Giant Snowball Fireball P.E.K.K.A
Fireball Giant Snowball Hunter The Log
P.E.K.K.A Ice Spirit Hunter The Log
Hunter P.E.K.K.A Fireball The Log
P.E.K.K.A Hunter
Fireball Goblinstein Ice Spirit Giant Snowball Hunter
P.E.K.K.A Fireball Hunter
P.E.K.K.A Hunter
P.E.K.K.A Goblinstein Ice Spirit Giant Snowball Fireball The Log
P.E.K.K.A
P.E.K.K.A Hunter
P.E.K.K.A Giant Snowball Fireball The Log
P.E.K.K.A Fireball Hunter
Fireball
Ice Spirit Fireball Hunter P.E.K.K.A The Log Goblinstein
Giant Snowball Fireball Hunter P.E.K.K.A The Log
Giant Snowball Fireball

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 Giant Snowball The Log
Fireball The Log
Fireball The Log
Fireball Giant Snowball The Log Goblinstein
Fireball Goblinstein Ice Spirit Giant Snowball Hunter
The Log
Fireball The Log Ice Spirit Giant Snowball Hunter
Fireball The Log Giant Snowball
Giant Snowball Fireball
Fireball The Log
Fireball Giant Snowball
Giant Snowball Fireball Hunter The Log
Fireball
Giant Snowball Fireball The Log
Giant Snowball Fireball Hunter The Log
Fireball The Log
Giant Snowball Fireball
Giant Snowball Fireball Hunter The Log
Giant Snowball Fireball The Log
Fireball The Log
Giant Snowball Fireball
The Log
Giant Snowball Fireball The Log
Giant Snowball The Log Ice Spirit Fireball Hunter Goblinstein
Fireball The Log Giant Snowball Hunter
Fireball Giant Snowball The Log
Fireball The Log
Giant Snowball Fireball Hunter
Ice Spirit Giant Snowball Fireball Goblinstein
Giant Snowball Fireball
Giant Snowball Fireball Hunter The Log
Ice Spirit Giant Snowball Fireball
P.E.K.K.A
Giant Snowball Fireball The Log
Ice Spirit Fireball Goblinstein
Fireball Giant Snowball Hunter
The Log Fireball
Fireball Hunter
The Log Giant Snowball Fireball
Giant Snowball Fireball
P.E.K.K.A
Ice Spirit Giant Snowball Fireball The Log
Giant Snowball Fireball
Giant Snowball Fireball The Log
P.E.K.K.A
Fireball

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