My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro Dragon Magic Archer

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.

Knight Wizard Electro Dragon P.E.K.K.A Magic Archer

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Zap

Punishments

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

Wall Breakers

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.

Electro Spirit Knight Wall Breakers 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 Spirit Electro Dragon Magic Archer

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
Wall Breakers
Giant Snowball
Wall Breakers Electro Dragon
Zap
Wall Breakers
Barbarian Barrel
Electro Spirit Knight Wizard Wall Breakers Magic Archer
The Log
Electro Spirit Wall Breakers
Earthquake
Arrows
Electro Spirit Wall Breakers
Royal Delivery
Electro Spirit Knight Wizard Wall Breakers Electro Dragon P.E.K.K.A Magic Archer
Fireball
Wizard Wall Breakers Electro Dragon Magic Archer
Poison
Wizard Electro Dragon Magic Archer
Lightning
Knight Wizard Electro Dragon Magic Archer
Rocket
Wizard Electro Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Wizard Electro Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Wizard Electro Dragon 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.

Electro Spirit Knight 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.

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.

Electro Spirit Zap Wall Breakers Knight Magic Archer Wizard Electro Dragon P.E.K.K.A

Shortest cycle

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

8 Electro Spirit Zap Wall Breakers Knight

Attack Synergies 3 13

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.

Electro Spirit
Zap Wall Breakers P.E.K.K.A
Zap
P.E.K.K.A Electro Spirit Knight Wall Breakers Electro Dragon Magic Archer
Knight
Wall Breakers Zap Wizard Electro Dragon Magic Archer
Wizard
Knight P.E.K.K.A
Wall Breakers
Knight Electro Spirit Zap
Electro Dragon
Zap Knight P.E.K.K.A Magic Archer
P.E.K.K.A
Zap Magic Archer Electro Spirit Wizard Electro Dragon
Magic Archer
P.E.K.K.A Zap Knight Electro Dragon

Defense Synergies 2 7

Electro Spirit
Zap
Zap
Electro Spirit Knight Electro Dragon P.E.K.K.A Magic Archer
Knight
Electro Dragon Magic Archer Zap Wizard
Wizard
Knight P.E.K.K.A
Wall Breakers
Electro Dragon
Knight Zap
P.E.K.K.A
Zap Wizard
Magic Archer
Knight Zap

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 Wizard Electro Dragon Magic Archer
P.E.K.K.A Zap Knight Electro Dragon
P.E.K.K.A Knight Electro Dragon
P.E.K.K.A Knight Electro Dragon
P.E.K.K.A
Electro Spirit Zap Electro Dragon Magic Archer
Electro Spirit Zap Wizard Electro Dragon Magic Archer
Electro Spirit Zap Electro Dragon P.E.K.K.A Magic Archer
P.E.K.K.A
Knight
Electro Spirit Zap Knight Wizard Electro Dragon Magic Archer
Zap Wizard Electro Dragon Magic Archer
P.E.K.K.A Zap Knight Wizard Electro Dragon
Wizard Electro Spirit Zap Electro Dragon P.E.K.K.A Magic Archer
P.E.K.K.A Knight
Zap P.E.K.K.A
Wizard Knight Electro Dragon P.E.K.K.A
Electro Spirit Zap Knight Wizard Electro Dragon Magic Archer
Zap Wizard Electro Spirit Knight Electro Dragon Magic Archer
P.E.K.K.A
Wizard Electro Spirit Knight Electro Dragon P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Knight Zap P.E.K.K.A
Zap Knight Wizard Electro Dragon Magic Archer
P.E.K.K.A Zap Knight Electro Dragon
P.E.K.K.A Zap Knight
P.E.K.K.A Knight
Wizard Electro Spirit Zap Electro Dragon Magic Archer
P.E.K.K.A Knight
P.E.K.K.A Knight
Zap Electro Dragon P.E.K.K.A Electro Spirit Knight Magic Archer
P.E.K.K.A
P.E.K.K.A Knight Electro Dragon
P.E.K.K.A Zap
P.E.K.K.A Knight Wizard
Wizard Electro Dragon Magic Archer
Electro Dragon Electro Spirit Zap Knight P.E.K.K.A Magic Archer
Electro Spirit Zap Wizard Electro Dragon P.E.K.K.A Magic Archer
Electro Spirit Zap

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 Knight Electro Dragon
Zap Electro Dragon Magic Archer
Electro Dragon Magic Archer
Knight
Wizard Zap Magic Archer
Wizard Electro Spirit Zap Electro Dragon Magic Archer
Wizard Magic Archer
Zap Wizard Electro Dragon Magic Archer
Zap Wizard Electro Dragon
Electro Dragon
Zap Knight Wizard Electro Dragon Magic Archer
Zap Wizard Electro Dragon Magic Archer
Knight Magic Archer
Electro Dragon Magic Archer
Zap Magic Archer
Zap Wizard Electro Dragon Magic Archer
Magic Archer Wizard Electro Dragon
Zap Wizard Electro Dragon Magic Archer
Zap Wizard Electro Dragon Magic Archer
Magic Archer
Wizard
Zap Electro Dragon
Zap Electro Spirit Wizard Electro Dragon Magic Archer
Zap Wizard Electro Dragon Magic Archer
Zap Wizard Electro Dragon Magic Archer
Zap Magic Archer
Zap Wizard Electro Dragon Magic Archer
Zap Electro Dragon Electro Spirit Wizard
Zap Wizard Electro Dragon Magic Archer
Zap Electro Spirit Electro Dragon Magic Archer
P.E.K.K.A
Wizard Magic Archer
Zap Electro Spirit Electro Dragon Magic Archer
Zap Wizard Electro Dragon Magic Archer
Knight Wizard Electro Dragon Magic Archer
Zap Wizard Electro Dragon Magic Archer
Zap
Electro Dragon P.E.K.K.A
Zap Electro Dragon Electro Spirit Magic Archer
Zap Electro Dragon Magic Archer
Electro Dragon Zap Magic Archer
P.E.K.K.A
Wizard Electro Dragon

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