My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Godly!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions Dart Goblin Electro Wizard Inferno Dragon

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.

Rune Giant Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Hog Rider Rune Giant

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.

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.

Dart Goblin Hog Rider Rune Giant 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.

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
Minions Hog Rider Inferno Dragon
Giant Snowball
Minions Dart Goblin Hog Rider Inferno Dragon
Zap
Minions Dart Goblin Inferno Dragon
Barbarian Barrel
Dart Goblin Electro Wizard
The Log
Dart Goblin Hog Rider
Earthquake
Hog Rider
Arrows
Minions Dart Goblin
Royal Delivery
Minions Dart Goblin Hog Rider Electro Wizard Inferno Dragon
Fireball
Minions Dart Goblin Hog Rider Electro Wizard Inferno Dragon
Poison
Minions Dart Goblin Electro Wizard
Lightning
Electro Wizard Inferno Dragon
Rocket
Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Rune Giant Inferno Dragon 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.

Minions Dart Goblin 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.

Zap Minions Dart Goblin Hog Rider Rune Giant Electro Wizard Inferno Dragon Mega Knight

Shortest cycle

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

12 Zap Minions Dart Goblin Hog Rider

Attack Synergies 5 12

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
Hog Rider Electro Wizard Minions Dart Goblin Mega Knight
Minions
Hog Rider Mega Knight Zap Rune Giant Inferno Dragon
Dart Goblin
Zap Hog Rider Rune Giant Mega Knight
Hog Rider
Zap Minions Dart Goblin Electro Wizard Mega Knight
Rune Giant
Minions Dart Goblin Electro Wizard
Electro Wizard
Zap Hog Rider Rune Giant Mega Knight
Inferno Dragon
Mega Knight Minions
Mega Knight
Minions Inferno Dragon Zap Dart Goblin Hog Rider Electro Wizard

Defense Synergies 2 12

Zap
Electro Wizard Mega Knight Minions Dart Goblin Inferno Dragon
Minions
Zap Dart Goblin Electro Wizard Mega Knight
Dart Goblin
Zap Minions Electro Wizard Inferno Dragon Mega Knight
Hog Rider
Rune Giant
Electro Wizard
Zap Minions Dart Goblin Inferno Dragon Mega Knight
Inferno Dragon
Zap Dart Goblin Electro Wizard Mega Knight
Mega Knight
Zap Minions Dart Goblin Electro Wizard Inferno Dragon

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 Minions Dart Goblin Electro Wizard
Inferno Dragon Zap Minions Dart Goblin Electro Wizard Mega Knight
Mega Knight Minions Dart Goblin Electro Wizard Inferno Dragon
Inferno Dragon Minions Dart Goblin Electro Wizard Mega Knight
Mega Knight
Zap Minions Dart Goblin Electro Wizard Mega Knight
Minions Dart Goblin Electro Wizard Inferno Dragon Zap
Zap Dart Goblin Electro Wizard Mega Knight
Inferno Dragon Minions
Dart Goblin Electro Wizard Mega Knight
Minions Dart Goblin Electro Wizard Zap Mega Knight
Minions Inferno Dragon Zap Dart Goblin Electro Wizard
Mega Knight Zap Minions Electro Wizard
Mega Knight Zap Minions Dart Goblin Electro Wizard
Inferno Dragon Electro Wizard Mega Knight
Zap Electro Wizard Inferno Dragon Mega Knight
Mega Knight Minions Electro Wizard
Mega Knight Zap Minions Dart Goblin Electro Wizard
Zap Minions Dart Goblin Electro Wizard Inferno Dragon Mega Knight
Dart Goblin Electro Wizard Inferno Dragon
Mega Knight Minions Dart Goblin Electro Wizard
Inferno Dragon

Counters to secondary win conditions

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

Mega Knight Zap Electro Wizard
Electro Wizard Zap Inferno Dragon Mega Knight
Mega Knight Zap Minions Electro Wizard
Mega Knight Zap Electro Wizard
Inferno Dragon Mega Knight
Zap Minions Dart Goblin Electro Wizard
Minions Dart Goblin Electro Wizard
Mega Knight Inferno Dragon
Zap Electro Wizard Mega Knight Minions Inferno Dragon
Dart Goblin Inferno Dragon
Inferno Dragon Mega Knight Minions Dart Goblin
Mega Knight Zap Electro Wizard
Mega Knight
Dart Goblin Mega Knight
Electro Wizard Zap Minions Dart Goblin Inferno Dragon
Minions Mega Knight Zap Dart Goblin Electro Wizard Inferno Dragon
Zap 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.)

Dart Goblin
Zap Dart Goblin Electro Wizard
Dart Goblin
Dart Goblin
Zap Mega Knight
Zap Minions Dart Goblin
Dart Goblin
Zap Dart Goblin
Zap Dart Goblin
Minions Electro Wizard
Zap Dart Goblin Electro Wizard
Zap Dart Goblin
Dart Goblin
Minions Dart Goblin
Zap Dart Goblin
Zap Dart Goblin
Dart Goblin Mega Knight
Minions
Zap Dart Goblin Electro Wizard Mega Knight
Zap Dart Goblin Mega Knight
Minions Mega Knight
Zap
Zap Mega Knight
Inferno Dragon
Zap Dart Goblin Electro Wizard
Zap Mega Knight
Zap Dart Goblin
Zap Dart Goblin Electro Wizard
Zap Electro Wizard Minions Dart Goblin
Zap Dart Goblin Mega Knight
Zap Electro Wizard
Mega Knight
Zap Electro Wizard Minions Dart Goblin
Zap Dart Goblin Electro Wizard
Dart Goblin Electro Wizard Mega Knight
Zap Dart Goblin
Zap
Dart Goblin Mega Knight
Zap Minions Dart Goblin Electro Wizard
Zap Dart Goblin Electro Wizard
Zap Dart Goblin Electro Wizard Mega Knight
Inferno Dragon
Dart Goblin Mega Knight

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