My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Battle Ram Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows Barbarian Barrel

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 Battle Ram Mega Knight

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 Battle Ram Barbarian Barrel Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Barbarian Barrel Mega Knight

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 Battle Ram Guards Mega Knight

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Barbarian Barrel Arrows Guards Mini P.E.K.K.A Battle Ram Electro Wizard Mega Knight

Shortest cycle

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

10 Bats Barbarian Barrel Arrows Guards

Attack Synergies 1 13

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
Mega Knight Mini P.E.K.K.A Battle Ram Barbarian Barrel
Arrows
Mini P.E.K.K.A Battle Ram Mega Knight
Mini P.E.K.K.A
Bats Arrows Barbarian Barrel Electro Wizard Mega Knight
Battle Ram
Bats Arrows Barbarian Barrel Electro Wizard
Barbarian Barrel
Bats Mini P.E.K.K.A Battle Ram Mega Knight
Guards
Electro Wizard
Mini P.E.K.K.A Battle Ram Mega Knight
Mega Knight
Bats Arrows Mini P.E.K.K.A Barbarian Barrel Electro Wizard

Defense Synergies 2 13

Bats
Mini P.E.K.K.A Barbarian Barrel Electro Wizard Mega Knight
Arrows
Mega Knight Mini P.E.K.K.A Barbarian Barrel
Mini P.E.K.K.A
Electro Wizard Bats Arrows Barbarian Barrel Guards
Battle Ram
Barbarian Barrel
Bats Arrows Mini P.E.K.K.A Guards Electro Wizard Mega Knight
Guards
Mini P.E.K.K.A Barbarian Barrel Electro Wizard
Electro Wizard
Mini P.E.K.K.A Bats Barbarian Barrel Guards Mega Knight
Mega Knight
Arrows Bats Barbarian Barrel Electro Wizard

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.

Barbarian Barrel Electro Wizard
Mini P.E.K.K.A Bats Electro Wizard Mega Knight
Mini P.E.K.K.A Mega Knight Bats Electro Wizard
Mini P.E.K.K.A Bats Guards Electro Wizard Mega Knight
Arrows Mini P.E.K.K.A Barbarian Barrel Mega Knight
Arrows Barbarian Barrel Bats Guards Electro Wizard Mega Knight
Bats Electro Wizard Arrows
Arrows Barbarian Barrel Electro Wizard Mega Knight
Mini P.E.K.K.A
Guards Mini P.E.K.K.A Barbarian Barrel Electro Wizard Mega Knight
Bats Guards Electro Wizard Arrows Barbarian Barrel Mega Knight
Arrows Bats Electro Wizard
Mini P.E.K.K.A Mega Knight Bats Guards Electro Wizard
Mega Knight Bats Arrows Mini P.E.K.K.A Barbarian Barrel Guards Electro Wizard
Mini P.E.K.K.A Electro Wizard Mega Knight
Mini P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Bats Arrows Mini P.E.K.K.A Electro Wizard
Arrows Mega Knight Bats Barbarian Barrel Guards Electro Wizard
Arrows Barbarian Barrel Bats Guards Electro Wizard Mega Knight
Mini P.E.K.K.A Electro Wizard
Mega Knight Bats Arrows Mini P.E.K.K.A Barbarian Barrel Guards 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 Guards Mega Knight Barbarian Barrel Electro Wizard
Electro Wizard Arrows Mini P.E.K.K.A Barbarian Barrel Mega Knight
Guards Mega Knight Bats Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Guards Mega Knight Bats Barbarian Barrel Electro Wizard
Mini P.E.K.K.A Guards Mega Knight
Arrows Bats Electro Wizard
Mini P.E.K.K.A Guards Bats Electro Wizard
Mini P.E.K.K.A Mega Knight
Electro Wizard Mega Knight Bats Mini P.E.K.K.A Barbarian Barrel
Guards
Mega Knight Bats Mini P.E.K.K.A Guards
Mega Knight Arrows Guards Electro Wizard
Mini P.E.K.K.A Mega Knight Guards
Mega Knight
Guards Electro Wizard Bats Mini P.E.K.K.A Barbarian Barrel
Bats Arrows Mega Knight Mini P.E.K.K.A Barbarian Barrel 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 Barbarian Barrel Guards
Arrows Barbarian Barrel Electro Wizard
Arrows Barbarian Barrel
Arrows Barbarian Barrel Guards
Arrows Barbarian Barrel Mega Knight
Arrows Bats
Arrows
Arrows Barbarian Barrel
Arrows
Bats Mini P.E.K.K.A Guards Electro Wizard
Arrows Barbarian Barrel Electro Wizard
Arrows
Barbarian Barrel
Arrows Barbarian Barrel
Arrows Barbarian Barrel
Arrows Barbarian Barrel
Arrows Barbarian Barrel Mega Knight
Arrows Barbarian Barrel
Bats Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Barbarian Barrel Electro Wizard Mega Knight
Arrows Barbarian Barrel Mega Knight
Mega Knight
Arrows
Arrows Barbarian Barrel
Arrows Barbarian Barrel Mega Knight
Arrows Barbarian Barrel Electro Wizard
Arrows Mega Knight
Arrows Barbarian Barrel
Bats Arrows Electro Wizard
Electro Wizard Bats Guards
Mini P.E.K.K.A
Arrows Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Electro Wizard Bats Barbarian Barrel Guards
Arrows Electro Wizard
Arrows Barbarian Barrel
Mini P.E.K.K.A Electro Wizard Mega Knight
Arrows
Arrows
Mega Knight
Bats Guards Electro Wizard
Bats Electro Wizard
Barbarian Barrel Electro Wizard Mega Knight

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