My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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.

Bats Royal Giant Battle Ram Little Prince

Offensive cards

Win conditions

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

Royal Giant Battle Ram

Damage spells

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

Void The Log

Punishments

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

Royal Giant Mini P.E.K.K.A Battle Ram

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.

Electro Spirit Royal Giant Mini P.E.K.K.A Battle Ram

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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit The Log

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.

Electro Spirit Bats Mini P.E.K.K.A Battle Ram

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

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.

Electro Spirit Bats The Log Void Little Prince Mini P.E.K.K.A Battle Ram Royal Giant

Shortest cycle

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

8 Electro Spirit Bats The Log Void

Attack Synergies 2 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.

Electro Spirit
Royal Giant Battle Ram
Bats
Royal Giant Mini P.E.K.K.A Battle Ram
Royal Giant
Bats Electro Spirit Void The Log
Mini P.E.K.K.A
Bats The Log Little Prince
Battle Ram
The Log Electro Spirit Bats
Void
Royal Giant
The Log
Battle Ram Royal Giant Mini P.E.K.K.A Little Prince
Little Prince
Mini P.E.K.K.A The Log

Defense Synergies 1 5

Electro Spirit
The Log Little Prince
Bats
Mini P.E.K.K.A The Log
Royal Giant
Mini P.E.K.K.A
The Log Bats
Battle Ram
Void
The Log
Mini P.E.K.K.A Electro Spirit Bats Little Prince
Little Prince
Electro Spirit The Log

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 The Log
Mini P.E.K.K.A Bats The Log
Mini P.E.K.K.A Bats Void
Mini P.E.K.K.A Bats
Mini P.E.K.K.A The Log
The Log Electro Spirit Bats
Bats Electro Spirit Void Little Prince
Electro Spirit Void The Log
Mini P.E.K.K.A
Mini P.E.K.K.A Little Prince
Bats Electro Spirit The Log
Bats
Mini P.E.K.K.A Bats The Log
Electro Spirit Bats Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Mini P.E.K.K.A The Log
Bats Mini P.E.K.K.A
Electro Spirit Bats The Log Little Prince
The Log Electro Spirit Bats Little Prince
Mini P.E.K.K.A
Electro Spirit Bats Mini P.E.K.K.A The Log 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 Void
Void Mini P.E.K.K.A The Log
Bats Mini P.E.K.K.A The Log
Mini P.E.K.K.A Bats The Log
Mini P.E.K.K.A
Electro Spirit Bats
Mini P.E.K.K.A Bats Void
Mini P.E.K.K.A
Void Electro Spirit Bats Mini P.E.K.K.A The Log
Bats Mini P.E.K.K.A
Void The Log
Mini P.E.K.K.A
Electro Spirit Bats Mini P.E.K.K.A The Log Little Prince
Bats Electro Spirit Mini P.E.K.K.A The Log

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 The Log
Void The Log
Void The Log
Void The Log
The Log
Electro Spirit Bats
The Log
The Log
Void The Log
Bats Mini P.E.K.K.A Void
Void The Log
Void
Void The Log
Void
The Log
The Log
The Log
Bats Mini P.E.K.K.A
Void Mini P.E.K.K.A The Log
The Log Little Prince
Void The Log
Void
Void The Log
Void The Log
The Log Electro Spirit Little Prince
Void The Log
Void The Log
Void The Log
Bats Little Prince
Electro Spirit Bats Void
Mini P.E.K.K.A Void
Void The Log
Void Electro Spirit
The Log
Electro Spirit Bats Void
The Log
Void Mini P.E.K.K.A
The Log
Void
Electro Spirit Bats The Log
Bats Void
Void The Log Little Prince

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