My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Fisherman Magic Archer Night Witch Mighty Miner Archer Queen Monk

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 Wizard 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.

Bats Wizard P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Arrows

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 Hog Rider

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.

Mini P.E.K.K.A Hog Rider 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.

Mini P.E.K.K.A 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
Bats Hog Rider
Giant Snowball
Bats Hog Rider
Zap
Bats
Barbarian Barrel
Wizard Electro Wizard
The Log
Mini P.E.K.K.A Hog Rider
Earthquake
Hog Rider
Arrows
Bats
Royal Delivery
Bats Mini P.E.K.K.A Hog Rider Wizard P.E.K.K.A Electro Wizard
Fireball
Hog Rider Wizard Electro Wizard
Poison
Bats Wizard Electro Wizard
Lightning
Mini P.E.K.K.A Wizard Electro Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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 Arrows Mini P.E.K.K.A 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.

Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Mini P.E.K.K.A Hog Rider Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

11 Bats Zap Arrows Mini P.E.K.K.A

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.

Bats
Hog Rider Zap Mini P.E.K.K.A P.E.K.K.A
Zap
Arrows Hog Rider P.E.K.K.A Electro Wizard Bats Mini P.E.K.K.A
Arrows
Zap Hog Rider P.E.K.K.A Mini P.E.K.K.A
Mini P.E.K.K.A
Bats Zap Arrows Hog Rider Wizard Electro Wizard
Hog Rider
Bats Zap Arrows Mini P.E.K.K.A Wizard Electro Wizard
Wizard
Mini P.E.K.K.A Hog Rider P.E.K.K.A
P.E.K.K.A
Zap Arrows Electro Wizard Bats Wizard
Electro Wizard
Zap P.E.K.K.A Mini P.E.K.K.A Hog Rider

Defense Synergies 3 12

Bats
Zap Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Zap
Mini P.E.K.K.A Electro Wizard Bats Arrows P.E.K.K.A
Arrows
Zap Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Zap Electro Wizard Bats Arrows Wizard
Hog Rider
Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
P.E.K.K.A
Bats Zap Arrows Wizard Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Bats Wizard P.E.K.K.A

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 Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Zap Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Electro Wizard
Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows Bats Zap Electro Wizard
Bats Electro Wizard Zap Arrows Wizard
Zap Arrows P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A Electro Wizard
Bats Electro Wizard Zap Arrows Wizard
Arrows Bats Zap Wizard Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Zap Wizard Electro Wizard
Wizard Bats Zap Arrows Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Zap Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Wizard Bats Arrows Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Arrows Bats Zap Wizard Electro Wizard
Zap Arrows Wizard Bats Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Electro Wizard
Wizard Bats Arrows Mini P.E.K.K.A P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Mini P.E.K.K.A Wizard
P.E.K.K.A Bats Zap Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Zap Electro Wizard
P.E.K.K.A Mini P.E.K.K.A
Arrows Wizard Bats Zap Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Bats Electro Wizard
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bats Mini P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Bats Mini P.E.K.K.A
P.E.K.K.A Zap Arrows Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Wizard
Wizard
Electro Wizard Bats Zap Mini P.E.K.K.A P.E.K.K.A
Bats Arrows Zap Mini P.E.K.K.A Wizard 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.)

Arrows
Arrows Zap Electro Wizard
Arrows
Arrows
Wizard Zap Arrows
Arrows Wizard Bats Zap
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Bats Mini P.E.K.K.A Electro Wizard
Zap Arrows Wizard Electro Wizard
Zap Arrows Wizard
Arrows
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows
Bats Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Wizard Electro Wizard
Zap Arrows Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Wizard
Arrows Zap Wizard Electro Wizard
Zap Arrows Wizard
Zap Arrows
Bats Zap Arrows Wizard Electro Wizard
Zap Electro Wizard Bats Wizard
Mini P.E.K.K.A
Zap Arrows Wizard
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Zap Electro Wizard Bats
Zap Arrows Wizard Electro Wizard
Arrows
Mini P.E.K.K.A Wizard Electro Wizard
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A
Zap Bats Electro Wizard
Bats Zap Electro Wizard
Zap Electro Wizard

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