My Best Clash Royale Deck

Deck Check Rating

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

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 Inferno Tower

Defensive buildings

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

Inferno Tower

Investments

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

Knight Firecracker Elixir Golem P.E.K.K.A

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Zap The Log

Punishments

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

Elite Barbarians Elixir Golem

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.

Knight Elite Barbarians Elixir Golem 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 Elite Barbarians

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
Elite Barbarians Elixir Golem
Giant Snowball
Zap
Firecracker Inferno Tower
Barbarian Barrel
Knight Firecracker Elite Barbarians Elixir Golem Inferno Tower
The Log
Firecracker Elite Barbarians Elixir Golem
Earthquake
Firecracker Elixir Golem Inferno Tower
Arrows
Firecracker
Royal Delivery
Knight Firecracker Elite Barbarians Elixir Golem P.E.K.K.A
Fireball
Firecracker Elite Barbarians Elixir Golem Inferno Tower
Poison
Firecracker Elixir Golem Inferno Tower
Lightning
Knight Elite Barbarians Inferno Tower
Rocket
Elite Barbarians Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker 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.

Knight Elixir Golem Inferno Tower 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.

Elite Barbarians

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Knight Firecracker Elixir Golem Inferno Tower Elite Barbarians P.E.K.K.A

Shortest cycle

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

10 Zap The Log Knight Firecracker

Attack Synergies 5 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.

Zap
Firecracker Elite Barbarians P.E.K.K.A Knight Elixir Golem The Log
Knight
Firecracker Zap Elite Barbarians The Log
Firecracker
Zap Knight Elixir Golem Elite Barbarians P.E.K.K.A
Elite Barbarians
Zap Knight Firecracker The Log
Elixir Golem
Firecracker Zap The Log
Inferno Tower
P.E.K.K.A
Zap Firecracker The Log
The Log
Zap Knight Elite Barbarians Elixir Golem P.E.K.K.A

Defense Synergies 5 10

Zap
Knight Firecracker Elite Barbarians Inferno Tower P.E.K.K.A The Log
Knight
Firecracker Inferno Tower Zap The Log
Firecracker
Knight The Log Zap Inferno Tower P.E.K.K.A
Elite Barbarians
Zap The Log
Elixir Golem
Inferno Tower
Knight The Log Zap Firecracker
P.E.K.K.A
The Log Zap Firecracker
The Log
Firecracker Inferno Tower P.E.K.K.A Zap Knight Elite Barbarians

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.

Zap Knight Firecracker Inferno Tower The Log
Elite Barbarians Inferno Tower P.E.K.K.A Zap Knight Firecracker The Log
Inferno Tower P.E.K.K.A Knight Elite Barbarians
Elite Barbarians Inferno Tower P.E.K.K.A Knight Firecracker
Firecracker Elite Barbarians P.E.K.K.A The Log
The Log Zap Firecracker
Inferno Tower Zap Firecracker
Zap Inferno Tower P.E.K.K.A The Log
Inferno Tower P.E.K.K.A Elite Barbarians
Knight Elite Barbarians Firecracker Inferno Tower
Zap Knight Firecracker The Log
Inferno Tower Zap Firecracker
Inferno Tower P.E.K.K.A Zap Knight Elite Barbarians The Log
Zap Firecracker P.E.K.K.A The Log
Elite Barbarians Inferno Tower P.E.K.K.A Knight
Inferno Tower Zap Elite Barbarians P.E.K.K.A The Log
Knight Firecracker Elite Barbarians Inferno Tower P.E.K.K.A
Zap Knight Firecracker Elite Barbarians The Log
Zap The Log Knight Firecracker
P.E.K.K.A Elite Barbarians Inferno Tower
Knight Firecracker Elite Barbarians P.E.K.K.A The Log

Counters to secondary win conditions

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

Knight Zap Elite Barbarians Inferno Tower P.E.K.K.A
Zap Knight Firecracker Elite Barbarians The Log
P.E.K.K.A Zap Knight Elite Barbarians Inferno Tower The Log
P.E.K.K.A Zap Knight Elite Barbarians Inferno Tower The Log
Inferno Tower P.E.K.K.A Knight Elite Barbarians
Firecracker Zap
P.E.K.K.A Knight Elite Barbarians Inferno Tower
Inferno Tower P.E.K.K.A Knight Elite Barbarians
Zap P.E.K.K.A Knight Firecracker Elite Barbarians Inferno Tower The Log
Inferno Tower P.E.K.K.A
P.E.K.K.A Knight Elite Barbarians Inferno Tower
P.E.K.K.A Zap Elite Barbarians The Log
Elite Barbarians P.E.K.K.A Knight Inferno Tower
Firecracker
Elite Barbarians Inferno Tower Zap Knight Firecracker P.E.K.K.A The Log
Zap Firecracker Elite Barbarians Inferno Tower P.E.K.K.A The Log
Inferno Tower

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.)

Knight Firecracker The Log
Firecracker Zap The Log
The Log
Knight Firecracker The Log
Zap Firecracker The Log
Firecracker Zap
Firecracker The Log
The Log Zap Firecracker
The Log Zap Firecracker
Elite Barbarians
Firecracker Zap Knight The Log
Zap Firecracker
Knight Firecracker Elite Barbarians The Log
Firecracker
Zap Firecracker Elite Barbarians The Log
Zap Firecracker The Log
Firecracker The Log
Zap Firecracker The Log
Zap Firecracker The Log
The Log
The Log
Zap The Log
Zap Firecracker The Log
Firecracker The Log Zap
Zap The Log
Zap Firecracker The Log
Elite Barbarians Zap Firecracker
Zap Firecracker
Elite Barbarians
Zap The Log
Zap Firecracker
P.E.K.K.A
Firecracker The Log
Zap
Zap Firecracker
The Log
Knight Firecracker
The Log Zap Firecracker
Zap
Firecracker Elite Barbarians P.E.K.K.A
Zap Firecracker Elite Barbarians The Log
Firecracker Zap
Zap Firecracker The Log

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