My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Witch

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 Recruits Witch Mega Knight

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.

Arrows The Log

Punishments

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

Royal Recruits Mini P.E.K.K.A Graveyard Mega Knight

Pump responses

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

Graveyard

Dropped at the bridge

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

Royal Recruits Mini P.E.K.K.A 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 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 Royal Recruits Graveyard
Giant Snowball
Bats Royal Recruits Witch Graveyard
Zap
Bats Witch Graveyard
Barbarian Barrel
Royal Recruits Witch Graveyard
The Log
Royal Recruits Mini P.E.K.K.A Witch Graveyard
Earthquake
Witch Graveyard
Arrows
Bats Royal Recruits Witch Graveyard
Royal Delivery
Bats Royal Recruits Mini P.E.K.K.A Witch Graveyard
Fireball
Witch
Poison
Bats Royal Recruits Witch Graveyard
Lightning
Mini P.E.K.K.A Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log 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 Royal Recruits Mini P.E.K.K.A Mega Knight

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

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.

Witch

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 The Log Arrows Mini P.E.K.K.A Witch Graveyard Royal Recruits Mega Knight

Shortest cycle

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

11 Bats The Log Arrows Mini P.E.K.K.A

Attack Synergies 2 14

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 Royal Recruits Mini P.E.K.K.A Graveyard
Arrows
Graveyard Mini P.E.K.K.A Mega Knight
Royal Recruits
Bats Graveyard
Mini P.E.K.K.A
Bats Arrows The Log Graveyard Mega Knight
Witch
Graveyard Mega Knight
The Log
Mini P.E.K.K.A Graveyard Mega Knight
Graveyard
Arrows Bats Royal Recruits Mini P.E.K.K.A Witch The Log Mega Knight
Mega Knight
Bats Arrows Mini P.E.K.K.A Witch The Log Graveyard

Defense Synergies 2 10

Bats
Royal Recruits Mini P.E.K.K.A The Log Mega Knight
Arrows
Mega Knight Mini P.E.K.K.A
Royal Recruits
Bats The Log
Mini P.E.K.K.A
The Log Bats Arrows Witch
Witch
Mini P.E.K.K.A The Log Mega Knight
The Log
Mini P.E.K.K.A Bats Royal Recruits Witch Mega Knight
Graveyard
Mega Knight
Arrows Bats Witch 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.

Royal Recruits The Log
Mini P.E.K.K.A Bats Royal Recruits Witch The Log Mega Knight
Mini P.E.K.K.A Witch Mega Knight Bats Royal Recruits
Royal Recruits Mini P.E.K.K.A Witch Bats Mega Knight
Arrows Royal Recruits Mini P.E.K.K.A The Log Mega Knight
Arrows The Log Bats Mega Knight
Bats Arrows Witch
Arrows Royal Recruits The Log Mega Knight
Mini P.E.K.K.A Witch Royal Recruits
Royal Recruits Mini P.E.K.K.A Mega Knight
Bats Witch Arrows Royal Recruits The Log Mega Knight
Arrows Bats Witch
Royal Recruits Mini P.E.K.K.A Mega Knight Bats Witch The Log
Mega Knight Bats Arrows Royal Recruits Mini P.E.K.K.A Witch The Log
Royal Recruits Mini P.E.K.K.A Mega Knight
Royal Recruits Mini P.E.K.K.A The Log Mega Knight
Mega Knight Bats Arrows Royal Recruits Mini P.E.K.K.A Witch
Arrows Mega Knight Bats Royal Recruits Witch The Log
Arrows Witch The Log Bats Royal Recruits Mega Knight
Mini P.E.K.K.A Royal Recruits
Royal Recruits Mega Knight Bats Arrows Mini P.E.K.K.A Witch The Log

Counters to secondary win conditions

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

Royal Recruits Mini P.E.K.K.A Mega Knight Witch
Arrows Mini P.E.K.K.A The Log Mega Knight
Royal Recruits Mega Knight Bats Mini P.E.K.K.A Witch The Log
Royal Recruits Mini P.E.K.K.A Mega Knight Bats The Log
Royal Recruits Mini P.E.K.K.A Witch Mega Knight
Arrows Bats Witch
Royal Recruits Mini P.E.K.K.A Bats Witch
Mini P.E.K.K.A Mega Knight Royal Recruits
Royal Recruits Mega Knight Bats Mini P.E.K.K.A Witch The Log
Royal Recruits Witch
Mega Knight Bats Royal Recruits Mini P.E.K.K.A Witch
Royal Recruits Mega Knight Arrows The Log
Royal Recruits Mini P.E.K.K.A Mega Knight Witch
Royal Recruits Witch Mega Knight
Royal Recruits Witch Bats Mini P.E.K.K.A The Log
Bats Arrows Mega Knight Royal Recruits Mini P.E.K.K.A Witch The Log
Arrows
Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A

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 Royal Recruits The Log
Arrows The Log
Arrows The Log
Arrows Royal Recruits The Log
Arrows The Log Mega Knight
Arrows Bats Witch
Arrows Witch The Log
Arrows The Log
Arrows The Log
Bats Mini P.E.K.K.A
Arrows Royal Recruits The Log
Arrows
The Log
Arrows
Arrows The Log
Arrows Witch The Log
Arrows Royal Recruits The Log Mega Knight
Arrows
Bats Mini P.E.K.K.A
Arrows Mini P.E.K.K.A The Log Mega Knight
Arrows Witch The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows Royal Recruits The Log
Arrows The Log Witch Mega Knight
Witch
Arrows The Log Witch
Arrows Witch The Log Mega Knight
Arrows The Log
Bats Arrows Witch
Bats Witch
Mini P.E.K.K.A
Arrows The Log Mega Knight
Arrows
Mega Knight
Arrows The Log
Bats Royal Recruits Witch
Arrows Witch
Arrows The Log
Mini P.E.K.K.A Mega Knight
Arrows The Log
Arrows
Royal Recruits Mega Knight
Bats Royal Recruits Witch The Log
Bats Witch
Royal Recruits Witch The Log Mega Knight
Mega Knight

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