My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Minions Baby Dragon 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.

Battle Ram Baby Dragon P.E.K.K.A Bandit Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram Bandit

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.

Fire Spirit Battle Ram Baby Dragon P.E.K.K.A Bandit

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.

Bandit 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 Battle Ram Bandit
Giant Snowball
Fire Spirit Minions Battle Ram Baby Dragon
Zap
Fire Spirit Minions Battle Ram Bandit
Barbarian Barrel
Fire Spirit Battle Ram Bandit Electro Wizard
The Log
Fire Spirit Battle Ram Bandit
Earthquake
Arrows
Fire Spirit Minions
Royal Delivery
Fire Spirit Minions Battle Ram Baby Dragon P.E.K.K.A Bandit Electro Wizard
Fireball
Minions Battle Ram Baby Dragon Bandit Electro Wizard
Poison
Minions Electro Wizard
Lightning
Battle Ram Baby Dragon Bandit Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Baby Dragon

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.

Fire Spirit Battle Ram Baby Dragon 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.

Fire Spirit Minions 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.

Fire Spirit Zap Minions Bandit Battle Ram Baby Dragon Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Zap Minions Bandit

Attack Synergies 6 18

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.

Fire Spirit
P.E.K.K.A Zap Battle Ram Baby Dragon Bandit
Zap
Battle Ram P.E.K.K.A Electro Wizard Fire Spirit Minions Baby Dragon Bandit
Minions
Zap Battle Ram Baby Dragon P.E.K.K.A Bandit
Battle Ram
Zap Bandit Fire Spirit Minions Baby Dragon P.E.K.K.A Electro Wizard
Baby Dragon
Fire Spirit Zap Minions Battle Ram P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Fire Spirit Zap Electro Wizard Minions Battle Ram Baby Dragon
Bandit
Battle Ram Fire Spirit Zap Minions Baby Dragon Electro Wizard
Electro Wizard
Zap P.E.K.K.A Battle Ram Baby Dragon Bandit

Defense Synergies 1 15

Fire Spirit
Zap P.E.K.K.A Electro Wizard
Zap
Electro Wizard Fire Spirit Minions Baby Dragon P.E.K.K.A Bandit
Minions
Zap Baby Dragon P.E.K.K.A Bandit Electro Wizard
Battle Ram
Baby Dragon
Zap Minions P.E.K.K.A Bandit
P.E.K.K.A
Fire Spirit Zap Minions Baby Dragon Electro Wizard
Bandit
Zap Minions Baby Dragon Electro Wizard
Electro Wizard
Zap Fire Spirit Minions P.E.K.K.A Bandit

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 Baby Dragon Electro Wizard
P.E.K.K.A Zap Minions Bandit Electro Wizard
P.E.K.K.A Fire Spirit Minions Bandit Electro Wizard
P.E.K.K.A Minions Bandit Electro Wizard
P.E.K.K.A
Fire Spirit Zap Minions Baby Dragon Bandit Electro Wizard
Minions Electro Wizard Fire Spirit Zap Baby Dragon
Zap Baby Dragon P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Minions
Fire Spirit Bandit Electro Wizard
Minions Electro Wizard Zap Baby Dragon Bandit
Minions Zap Baby Dragon Electro Wizard
P.E.K.K.A Fire Spirit Zap Minions Bandit Electro Wizard
Fire Spirit Zap Minions Baby Dragon P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Zap P.E.K.K.A Bandit Electro Wizard
Minions P.E.K.K.A Electro Wizard
Fire Spirit Zap Minions Baby Dragon Bandit Electro Wizard
Zap Baby Dragon Fire Spirit Minions Bandit Electro Wizard
P.E.K.K.A Electro Wizard
Fire Spirit Minions Baby Dragon P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

Zap P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Baby Dragon
P.E.K.K.A Bandit Zap Minions Electro Wizard
P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Bandit
Fire Spirit Zap Minions Baby Dragon Electro Wizard
P.E.K.K.A Minions Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Minions Baby Dragon Bandit
P.E.K.K.A
P.E.K.K.A Minions
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Bandit
Baby Dragon
Electro Wizard Zap Minions Baby Dragon P.E.K.K.A
Minions Zap Baby Dragon P.E.K.K.A 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.)

Baby Dragon Bandit
Zap Baby Dragon Bandit Electro Wizard
Baby Dragon Bandit
Fire Spirit Zap Baby Dragon
Fire Spirit Zap Minions Baby Dragon
Fire Spirit Baby Dragon
Fire Spirit Zap Baby Dragon
Zap Bandit
Fire Spirit Minions Electro Wizard
Zap Bandit Electro Wizard
Fire Spirit Zap Baby Dragon
Fire Spirit Baby Dragon Bandit
Minions Baby Dragon Bandit
Zap Baby Dragon
Zap Baby Dragon Bandit
Baby Dragon Bandit
Minions
Fire Spirit Zap Baby Dragon Bandit Electro Wizard
Fire Spirit Zap Baby Dragon
Minions Baby Dragon
Zap Baby Dragon
Zap Fire Spirit Baby Dragon
Zap Baby Dragon Bandit Electro Wizard
Zap Baby Dragon Bandit
Zap Baby Dragon Bandit
Fire Spirit Zap Baby Dragon Electro Wizard
Zap Electro Wizard Minions
Zap Bandit
Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard Fire Spirit Minions Bandit
Fire Spirit Zap Baby Dragon Electro Wizard
Baby Dragon Electro Wizard
Zap Baby Dragon
Zap
P.E.K.K.A
Zap Minions Baby Dragon Electro Wizard
Zap Electro Wizard
Zap Baby Dragon Bandit Electro Wizard

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