My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Bats Minions Goblin Gang 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.

Bats Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Miner

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.

Goblin Gang Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang 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.

Miner

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
Bats Minions Goblin Gang Miner
Giant Snowball
Bats Minions Goblin Gang Miner
Zap
Bats Minions Goblin Gang
Barbarian Barrel
Goblin Gang Wizard
The Log
Goblin Gang
Earthquake
Goblin Gang
Arrows
Bats Minions Goblin Gang
Royal Delivery
Bats Minions Goblin Gang Wizard P.E.K.K.A Miner
Fireball
Minions Goblin Gang Wizard
Poison
Bats Minions Goblin Gang Wizard
Lightning
Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Bats P.E.K.K.A Miner

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 Goblin Gang 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bats Zap Minions Goblin Gang Miner Wizard P.E.K.K.A

Shortest cycle

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

7 Mirror Bats Zap Minions

Attack Synergies 7 9

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.

Bats
Miner Zap Minions P.E.K.K.A
Zap
Mirror P.E.K.K.A Miner Bats Minions
Minions
Miner Bats Zap P.E.K.K.A
Goblin Gang
Miner Mirror P.E.K.K.A
Wizard
P.E.K.K.A Miner
Mirror
Zap Miner Goblin Gang
P.E.K.K.A
Zap Bats Minions Goblin Gang Wizard
Miner
Bats Zap Minions Goblin Gang Mirror Wizard

Defense Synergies 1 12

Bats
Zap Minions P.E.K.K.A
Zap
Mirror Bats Minions Goblin Gang P.E.K.K.A Miner
Minions
Bats Zap P.E.K.K.A
Goblin Gang
Zap Mirror P.E.K.K.A Miner
Wizard
P.E.K.K.A
Mirror
Zap Goblin Gang
P.E.K.K.A
Bats Zap Minions Goblin Gang Wizard
Miner
Zap Goblin Gang

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 Wizard
P.E.K.K.A Bats Zap Minions Goblin Gang
Goblin Gang P.E.K.K.A Bats Minions
P.E.K.K.A Bats Minions Goblin Gang
P.E.K.K.A
Goblin Gang Bats Zap Minions
Bats Minions Zap Goblin Gang Wizard
Zap P.E.K.K.A
P.E.K.K.A Minions Goblin Gang
Goblin Gang Miner
Bats Minions Goblin Gang Zap Wizard
Minions Bats Zap Goblin Gang Wizard
P.E.K.K.A Bats Zap Minions Goblin Gang Wizard
Wizard Bats Zap Minions Goblin Gang P.E.K.K.A
P.E.K.K.A Goblin Gang
Zap Goblin Gang P.E.K.K.A
Wizard Bats Minions Goblin Gang P.E.K.K.A
Bats Zap Minions Goblin Gang Wizard
Zap Wizard Bats Minions
P.E.K.K.A
Goblin Gang Wizard Bats Minions P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Zap P.E.K.K.A
Zap Goblin Gang Wizard Miner
Goblin Gang P.E.K.K.A Bats Zap Minions
Goblin Gang P.E.K.K.A Bats Zap
P.E.K.K.A Goblin Gang
Wizard Bats Zap Minions Goblin Gang
Goblin Gang P.E.K.K.A Bats Minions
P.E.K.K.A
Zap P.E.K.K.A Bats Minions
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats Minions
P.E.K.K.A Zap
P.E.K.K.A Goblin Gang Wizard
Wizard
Goblin Gang Bats Zap Minions P.E.K.K.A
Bats Minions Zap Wizard P.E.K.K.A

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.)

Zap Miner
Miner
Wizard Zap
Wizard Bats Zap Minions
Wizard
Zap Wizard
Miner Zap Wizard
Bats Minions Goblin Gang
Miner Zap Wizard
Zap Wizard
Miner
Minions
Zap
Zap Wizard
Wizard
Bats Minions
Zap Wizard
Zap Wizard Miner
Minions
Wizard
Zap
Zap Wizard
Miner Zap Wizard
Zap Wizard Miner
Miner Zap
Bats Zap Wizard
Zap Bats Minions Wizard
Zap Wizard Miner
Zap
P.E.K.K.A
Wizard
Zap Bats Minions Goblin Gang
Zap Wizard
Miner Goblin Gang Wizard
Zap Wizard
Zap
P.E.K.K.A
Zap Bats Minions Goblin Gang
Bats Zap
Zap Miner

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