My Best Clash Royale Deck

Deck Check Rating

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

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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Skeletons Firecracker 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.

Hog Rider

Damage spells

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

Arrows Tornado 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.

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Tornado The Log

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Arrows Firecracker Tornado Hog Rider Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Skeletons The Log Arrows Firecracker

Attack Synergies 6 6

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.

Skeletons
Arrows
Hog Rider P.E.K.K.A
Firecracker
Hog Rider Tornado P.E.K.K.A
Hog Rider
Arrows Firecracker The Log Tornado Electro Wizard
Tornado
P.E.K.K.A Firecracker Hog Rider The Log
P.E.K.K.A
Arrows Tornado Electro Wizard Firecracker The Log
The Log
Hog Rider Tornado P.E.K.K.A
Electro Wizard
P.E.K.K.A Hog Rider

Defense Synergies 3 14

Skeletons
Firecracker Tornado P.E.K.K.A The Log Electro Wizard
Arrows
Tornado P.E.K.K.A
Firecracker
The Log Skeletons Tornado P.E.K.K.A Electro Wizard
Hog Rider
Tornado
P.E.K.K.A Skeletons Arrows Firecracker The Log Electro Wizard
P.E.K.K.A
Tornado The Log Skeletons Arrows Firecracker Electro Wizard
The Log
Firecracker P.E.K.K.A Skeletons Tornado Electro Wizard
Electro Wizard
Skeletons Firecracker Tornado 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.

Firecracker The Log Electro Wizard
P.E.K.K.A Skeletons Firecracker The Log Electro Wizard
Tornado P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A Skeletons Firecracker Electro Wizard
Arrows Firecracker Tornado P.E.K.K.A The Log
Arrows Tornado The Log Skeletons Firecracker Electro Wizard
Tornado Electro Wizard Arrows Firecracker
Arrows P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Skeletons Tornado
Tornado Skeletons Firecracker Electro Wizard
Electro Wizard Skeletons Arrows Firecracker Tornado The Log
Arrows Firecracker Tornado Electro Wizard
P.E.K.K.A Skeletons The Log Electro Wizard
Arrows Firecracker Tornado P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Electro Wizard
Tornado P.E.K.K.A The Log Electro Wizard
Skeletons Arrows Firecracker Tornado P.E.K.K.A Electro Wizard
Arrows Firecracker Tornado The Log Electro Wizard
Arrows Tornado The Log Firecracker Electro Wizard
P.E.K.K.A Tornado Electro Wizard
Arrows Firecracker P.E.K.K.A The Log 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.

Skeletons P.E.K.K.A Electro Wizard
Electro Wizard Arrows Firecracker The Log
P.E.K.K.A Skeletons The Log Electro Wizard
P.E.K.K.A Tornado The Log Electro Wizard
P.E.K.K.A Skeletons
Arrows Firecracker Skeletons Tornado Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Skeletons Firecracker Tornado The Log
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Arrows Tornado The Log Electro Wizard
P.E.K.K.A Skeletons
Firecracker
Electro Wizard Skeletons Firecracker Tornado P.E.K.K.A The Log
Arrows Firecracker P.E.K.K.A The Log Electro Wizard
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.)

Arrows Firecracker The Log
Arrows Firecracker Tornado The Log Electro Wizard
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker Tornado
Arrows Firecracker Tornado The Log
Arrows The Log Firecracker Tornado
Arrows The Log Firecracker Tornado
Tornado Electro Wizard
Firecracker Arrows Tornado The Log Electro Wizard
Arrows Firecracker Tornado
Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Tornado
Arrows Firecracker The Log Electro Wizard
Arrows Firecracker Tornado The Log
The Log
Arrows Tornado
Tornado The Log
Arrows The Log
Arrows Firecracker Tornado The Log
Arrows Firecracker The Log Tornado Electro Wizard
Arrows Tornado The Log
Arrows Firecracker Tornado The Log
Arrows Firecracker Tornado Electro Wizard
Electro Wizard Firecracker
Arrows The Log
Arrows Firecracker Electro Wizard
P.E.K.K.A
Arrows Firecracker The Log
Electro Wizard
Arrows Firecracker Tornado Electro Wizard
Arrows The Log
Firecracker Electro Wizard
Arrows The Log Firecracker
Arrows Tornado
Firecracker P.E.K.K.A
Firecracker Tornado The Log Electro Wizard
Firecracker Tornado Electro Wizard
Firecracker Tornado The Log Electro Wizard
P.E.K.K.A
Firecracker

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