My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Minions

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 Knight Giant

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Rage

Punishments

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

Mini P.E.K.K.A Giant

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.

Goblins Knight Mini P.E.K.K.A Giant

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.

Mini P.E.K.K.A

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 Giant
Giant Snowball
Goblins Bats Minions
Zap
Goblins Bats Minions
Barbarian Barrel
Goblins Knight
The Log
Goblins Mini P.E.K.K.A
Earthquake
Arrows
Goblins Bats Minions
Royal Delivery
Goblins Bats Knight Minions Mini P.E.K.K.A
Fireball
Minions
Poison
Bats Minions
Lightning
Knight Mini P.E.K.K.A
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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 Knight Mini P.E.K.K.A Rage

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.

Goblins Minions

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bats Zap Rage Knight Minions Mini P.E.K.K.A Giant

Shortest cycle

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

8 Goblins Bats Zap Rage

Attack Synergies 8 11

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.

Goblins
Zap Giant
Bats
Knight Giant Zap Minions Mini P.E.K.K.A Rage
Zap
Giant Goblins Bats Knight Minions Mini P.E.K.K.A
Knight
Bats Minions Zap
Minions
Knight Giant Rage Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A
Giant Bats Zap Minions Rage
Giant
Bats Zap Minions Mini P.E.K.K.A Rage Goblins
Rage
Minions Giant Bats Mini P.E.K.K.A

Defense Synergies 3 8

Goblins
Zap Knight
Bats
Knight Zap Minions Mini P.E.K.K.A
Zap
Mini P.E.K.K.A Goblins Bats Knight Minions
Knight
Bats Minions Goblins Zap Mini P.E.K.K.A
Minions
Knight Bats Zap
Mini P.E.K.K.A
Zap Bats Knight
Giant
Rage

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 Minions
Mini P.E.K.K.A Goblins Bats Zap Knight Minions
Mini P.E.K.K.A Goblins Bats Knight Minions
Mini P.E.K.K.A Goblins Bats Knight Minions
Mini P.E.K.K.A
Goblins Bats Zap Minions
Bats Minions Zap
Zap
Mini P.E.K.K.A Goblins Minions
Knight Goblins Mini P.E.K.K.A
Goblins Bats Minions Zap Knight
Minions Bats Zap
Mini P.E.K.K.A Bats Zap Knight Minions
Goblins Bats Zap Minions Mini P.E.K.K.A
Mini P.E.K.K.A Knight
Zap Mini P.E.K.K.A
Goblins Bats Knight Minions Mini P.E.K.K.A
Goblins Bats Zap Knight Minions
Zap Bats Knight Minions
Mini P.E.K.K.A
Goblins Bats Knight Minions Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Goblins Zap
Zap Knight Mini P.E.K.K.A
Goblins Bats Zap Knight Minions Mini P.E.K.K.A
Mini P.E.K.K.A Bats Zap Knight
Knight Mini P.E.K.K.A
Bats Zap Minions
Mini P.E.K.K.A Goblins Bats Knight Minions
Mini P.E.K.K.A Knight
Zap Goblins Bats Knight Minions Mini P.E.K.K.A
Bats Knight Minions Mini P.E.K.K.A
Zap
Mini P.E.K.K.A Knight
Goblins Bats Zap Knight Minions Mini P.E.K.K.A
Bats Minions Zap Mini 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.)

Knight
Zap
Knight
Zap
Bats Zap Minions
Zap
Zap
Goblins Bats Minions Mini P.E.K.K.A
Zap Knight
Zap
Knight
Minions
Zap
Zap
Bats Minions Mini P.E.K.K.A
Zap Mini P.E.K.K.A
Zap
Minions
Zap
Zap
Zap
Zap
Zap
Bats Zap
Zap Bats Minions
Mini P.E.K.K.A
Zap
Zap
Zap Bats Minions
Zap
Knight Mini P.E.K.K.A
Zap
Zap
Zap Bats Minions
Bats Zap
Zap

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