My Best Clash Royale Deck

Deck Check Rating

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

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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Phoenix Little Prince

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.

Skeletons Bats Giant Phoenix Little Prince

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.

Arrows Void

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.

Void

Dropped at the bridge

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

Mini P.E.K.K.A Giant Phoenix

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
Skeletons Bats Giant Phoenix
Giant Snowball
Skeletons Bats Little Prince
Zap
Skeletons Bats Little Prince
Barbarian Barrel
Skeletons Little Prince
The Log
Skeletons Mini P.E.K.K.A Little Prince
Earthquake
Skeletons
Arrows
Skeletons Bats Little Prince
Royal Delivery
Skeletons Bats Mini P.E.K.K.A Little Prince
Fireball
Little Prince
Poison
Bats Phoenix Little Prince
Lightning
Mini P.E.K.K.A Phoenix Little Prince
Rocket
Phoenix Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Arrows Mini P.E.K.K.A

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.

Skeletons Bats Arrows Void Little Prince Mini P.E.K.K.A Phoenix Giant

Shortest cycle

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

9 Skeletons Bats Arrows Void

Attack Synergies 4 6

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.

Skeletons
Bats
Giant Mini P.E.K.K.A
Arrows
Giant Void Mini P.E.K.K.A Phoenix
Mini P.E.K.K.A
Giant Bats Arrows Little Prince
Giant
Bats Arrows Mini P.E.K.K.A Void Little Prince
Void
Arrows Giant
Phoenix
Arrows
Little Prince
Mini P.E.K.K.A Giant

Defense Synergies 0 10

Skeletons
Bats Mini P.E.K.K.A Phoenix Little Prince
Bats
Skeletons Mini P.E.K.K.A
Arrows
Mini P.E.K.K.A Void Phoenix Little Prince
Mini P.E.K.K.A
Skeletons Bats Arrows
Giant
Void
Arrows
Phoenix
Skeletons Arrows Little Prince
Little Prince
Skeletons Arrows Phoenix

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.

Void
Mini P.E.K.K.A Skeletons Bats Phoenix
Mini P.E.K.K.A Skeletons Bats Void
Mini P.E.K.K.A Skeletons Bats Phoenix
Arrows Mini P.E.K.K.A
Arrows Skeletons Bats
Bats Arrows Void Phoenix Little Prince
Arrows Void Phoenix
Mini P.E.K.K.A Skeletons Phoenix
Skeletons Mini P.E.K.K.A Phoenix Little Prince
Bats Skeletons Arrows
Arrows Bats Phoenix
Mini P.E.K.K.A Skeletons Bats
Bats Arrows Mini P.E.K.K.A
Mini P.E.K.K.A Phoenix
Mini P.E.K.K.A
Skeletons Bats Arrows Mini P.E.K.K.A
Arrows Bats Little Prince
Arrows Bats Little Prince
Mini P.E.K.K.A Phoenix
Bats Arrows Mini P.E.K.K.A Little Prince

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeletons Void
Void Arrows Mini P.E.K.K.A Phoenix
Skeletons Bats Mini P.E.K.K.A
Mini P.E.K.K.A Bats Phoenix
Skeletons Mini P.E.K.K.A Phoenix
Arrows Skeletons Bats
Mini P.E.K.K.A Skeletons Bats Void Phoenix
Mini P.E.K.K.A Phoenix
Void Skeletons Bats Mini P.E.K.K.A Phoenix
Skeletons Phoenix
Bats Mini P.E.K.K.A Phoenix
Arrows Void Phoenix
Mini P.E.K.K.A Skeletons
Phoenix Skeletons Bats Mini P.E.K.K.A Little Prince
Bats Arrows Mini P.E.K.K.A Phoenix
Arrows Void

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.)

Void Arrows
Arrows Void
Arrows Void
Arrows Void
Arrows
Arrows Bats
Arrows
Arrows
Arrows Void
Bats Mini P.E.K.K.A Void
Void Arrows
Void Arrows
Void
Arrows Void
Arrows
Arrows
Arrows
Arrows
Bats Mini P.E.K.K.A
Void Arrows Mini P.E.K.K.A
Arrows Little Prince
Void
Arrows Void
Void
Arrows Void
Arrows Little Prince
Arrows Void
Void Arrows
Void Arrows
Bats Arrows Little Prince
Bats Void
Mini P.E.K.K.A Void
Void Arrows
Void Arrows
Arrows
Bats Void
Arrows
Arrows
Void Mini P.E.K.K.A
Arrows
Void Arrows
Bats
Bats Void
Void Little Prince

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