My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Great!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Inferno Dragon

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 P.E.K.K.A Inferno Dragon

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Zap Arrows Poison

Punishments

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

Graveyard

Pump responses

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

Poison Graveyard

Dropped at the bridge

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

Knight 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.

Graveyard

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 Inferno Dragon Graveyard
Giant Snowball
Bats Inferno Dragon Graveyard
Zap
Bats Inferno Dragon Graveyard
Barbarian Barrel
Knight Graveyard
The Log
Graveyard
Earthquake
Graveyard
Arrows
Bats Graveyard
Royal Delivery
Bats Knight P.E.K.K.A Inferno Dragon Graveyard
Fireball
Inferno Dragon
Poison
Bats Graveyard
Lightning
Knight Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Poison

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 Knight Poison P.E.K.K.A Inferno Dragon

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.

Graveyard

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.

Bats Zap Arrows Knight Poison Inferno Dragon Graveyard P.E.K.K.A

Shortest cycle

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

10 Bats Zap Arrows Knight

Attack Synergies 9 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
Knight Zap P.E.K.K.A Inferno Dragon Graveyard
Zap
Arrows P.E.K.K.A Graveyard Bats Knight Poison
Arrows
Zap P.E.K.K.A Graveyard Knight
Knight
Bats Graveyard Zap Arrows Poison
Poison
P.E.K.K.A Graveyard Zap Knight
P.E.K.K.A
Zap Arrows Poison Bats Graveyard
Inferno Dragon
Bats
Graveyard
Zap Arrows Knight Poison Bats P.E.K.K.A

Defense Synergies 1 11

Bats
Knight Zap P.E.K.K.A Inferno Dragon
Zap
Bats Arrows Knight Poison P.E.K.K.A Inferno Dragon
Arrows
Zap Knight P.E.K.K.A
Knight
Bats Zap Arrows Poison
Poison
Zap Knight
P.E.K.K.A
Bats Zap Arrows
Inferno Dragon
Bats Zap
Graveyard

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
P.E.K.K.A Inferno Dragon Bats Zap Knight
P.E.K.K.A Bats Knight Inferno Dragon
P.E.K.K.A Inferno Dragon Bats Knight
Arrows Poison P.E.K.K.A
Arrows Bats Zap
Bats Inferno Dragon Zap Arrows Poison
Zap Arrows Poison P.E.K.K.A
P.E.K.K.A Inferno Dragon
Knight
Bats Poison Zap Arrows Knight
Arrows Inferno Dragon Bats Zap Poison
P.E.K.K.A Bats Zap Knight
Bats Zap Arrows Poison P.E.K.K.A
P.E.K.K.A Inferno Dragon Knight
Zap P.E.K.K.A Inferno Dragon
Bats Arrows Knight Poison P.E.K.K.A
Arrows Bats Zap Knight
Zap Arrows Poison Bats Knight Inferno Dragon
P.E.K.K.A Inferno Dragon
Bats Arrows Knight Poison P.E.K.K.A

Counters to secondary win conditions

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

Knight Zap P.E.K.K.A
Poison Zap Arrows Knight Inferno Dragon
P.E.K.K.A Bats Zap Knight
P.E.K.K.A Bats Zap Knight
P.E.K.K.A Knight Inferno Dragon
Arrows Poison Bats Zap
P.E.K.K.A Bats Knight
P.E.K.K.A Knight Inferno Dragon
Zap P.E.K.K.A Bats Knight Poison Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Bats Knight
P.E.K.K.A Zap Arrows Poison
P.E.K.K.A Knight
Bats Zap Knight Poison P.E.K.K.A Inferno Dragon
Bats Arrows Poison Zap P.E.K.K.A Inferno Dragon

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.)

Poison Arrows Knight
Arrows Poison Zap
Arrows Poison
Arrows Knight Poison
Poison Zap Arrows
Arrows Poison Bats Zap
Arrows Poison
Arrows Poison Zap
Arrows Poison Zap
Bats Poison
Poison Zap Arrows Knight
Poison Zap Arrows
Poison Knight
Arrows Poison
Zap Arrows Poison
Zap Arrows Poison
Arrows Poison
Arrows Poison
Bats
Zap Arrows Poison
Zap Arrows Poison
Poison
Arrows Poison
Zap Arrows Poison
Zap Arrows Poison
Inferno Dragon
Arrows Poison Zap
Zap Arrows Poison
Poison Zap Arrows
Poison Bats Zap Arrows
Zap Bats Poison
Poison Zap Arrows
Zap Arrows Poison
P.E.K.K.A
Arrows Poison
Zap Bats
Poison Zap Arrows
Arrows
Poison Knight
Arrows Zap Poison
Zap Arrows Poison
P.E.K.K.A
Zap Bats Poison
Bats Zap Poison
Poison Zap

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