My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Rascals Musketeer Ice 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 Rascals Musketeer Bowler P.E.K.K.A Ice 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.

Fireball

Punishments

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

Hog Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Rascals 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.

Hog Rider

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 Musketeer Hog Rider
Zap
Bats
Barbarian Barrel
Rascals Musketeer Ice Wizard
The Log
Rascals Musketeer Hog Rider
Earthquake
Hog Rider
Arrows
Bats Rascals
Royal Delivery
Bats Rascals Musketeer Hog Rider Bowler P.E.K.K.A Ice Wizard
Fireball
Rascals Musketeer Hog Rider Bowler Ice Wizard
Poison
Bats Rascals Musketeer Ice Wizard
Lightning
Musketeer Bowler Ice Wizard
Rocket
Rascals Musketeer Hog Rider Bowler

Against air swarms

Spells and units that can counter air swarms.

Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Bowler Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Bowler P.E.K.K.A Ice Wizard

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.

Fireball

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.

Fireball Musketeer Ice 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 Ice Wizard Fireball Musketeer Hog Rider Rascals Bowler P.E.K.K.A

Shortest cycle

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

13 Bats Ice Wizard Fireball Musketeer

Attack Synergies 3 10

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 Rascals Bowler P.E.K.K.A
Rascals
Bats Musketeer Hog Rider
Fireball
Hog Rider
Musketeer
Hog Rider Rascals Bowler P.E.K.K.A
Hog Rider
Bats Fireball Musketeer Rascals Bowler
Bowler
Bats Musketeer Hog Rider Ice Wizard
P.E.K.K.A
Bats Musketeer Ice Wizard
Ice Wizard
Bowler P.E.K.K.A

Defense Synergies 0 12

Bats
Rascals Musketeer Bowler P.E.K.K.A Ice Wizard
Rascals
Bats Musketeer
Fireball
Musketeer Ice Wizard
Musketeer
Bats Rascals Fireball Bowler P.E.K.K.A
Hog Rider
Bowler
Bats Musketeer Ice Wizard
P.E.K.K.A
Bats Musketeer Ice Wizard
Ice Wizard
Bats Fireball Bowler 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.

Bowler Fireball Musketeer
P.E.K.K.A Bats Rascals Musketeer Ice Wizard
Bowler P.E.K.K.A Bats Rascals Musketeer Ice Wizard
P.E.K.K.A Bats Rascals Musketeer Bowler Ice Wizard
Fireball Bowler P.E.K.K.A
Fireball Bowler Bats Rascals Musketeer Ice Wizard
Bats Musketeer Rascals Fireball Ice Wizard
Bowler Rascals Fireball Musketeer P.E.K.K.A
P.E.K.K.A Rascals Musketeer Ice Wizard
Rascals Musketeer Bowler Ice Wizard
Bats Ice Wizard Rascals Fireball Musketeer Bowler
Musketeer Bats Rascals Fireball Ice Wizard
Bowler P.E.K.K.A Bats Rascals Fireball Musketeer Ice Wizard
Fireball Bowler Bats Rascals P.E.K.K.A
P.E.K.K.A Rascals
Rascals Fireball Bowler P.E.K.K.A
Bats Rascals Fireball Musketeer Bowler P.E.K.K.A
Fireball Bats Rascals Musketeer Bowler Ice Wizard
Bats Rascals Fireball Musketeer Bowler Ice Wizard
P.E.K.K.A Musketeer
Rascals Bowler Bats Fireball Musketeer P.E.K.K.A

Counters to secondary win conditions

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

Rascals Fireball Bowler P.E.K.K.A
Fireball Musketeer Bowler
P.E.K.K.A Bats Rascals Musketeer Bowler
Bowler P.E.K.K.A Bats Rascals Fireball Musketeer
P.E.K.K.A Rascals Musketeer Bowler
Fireball Bats Rascals Musketeer Ice Wizard
Rascals P.E.K.K.A Bats Fireball Musketeer Bowler Ice Wizard
P.E.K.K.A Rascals
P.E.K.K.A Bats Fireball
P.E.K.K.A Musketeer
P.E.K.K.A Bats Rascals Musketeer Bowler
P.E.K.K.A Fireball Bowler
Rascals Bowler P.E.K.K.A Fireball
Rascals Fireball Musketeer Bowler
Rascals Bats Fireball Musketeer Bowler P.E.K.K.A
Bats Bowler Rascals Fireball Musketeer P.E.K.K.A Ice 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.)

Fireball Rascals Musketeer
Fireball Musketeer Bowler Ice Wizard
Fireball
Rascals Fireball Musketeer
Fireball Bowler
Fireball Bats Musketeer Ice Wizard
Musketeer Bowler
Fireball Bowler Ice Wizard
Fireball
Bats Fireball Musketeer Bowler
Fireball Musketeer Bowler
Fireball Musketeer
Fireball Musketeer Bowler
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer Bowler
Fireball Musketeer Bowler
Fireball
Bats
Fireball Musketeer Bowler
Fireball Bowler
Fireball Musketeer Bowler
Fireball
Musketeer Bowler
Fireball Musketeer
Fireball Bowler Ice Wizard
Fireball Musketeer Bowler Ice Wizard
Fireball Musketeer Bowler
Fireball Musketeer
Bats Fireball Musketeer Ice Wizard
Bats Fireball Musketeer
Fireball Bowler
Fireball Musketeer
Fireball
P.E.K.K.A
Fireball Bowler
Bats Fireball Musketeer
Fireball Musketeer Ice Wizard
Fireball
Fireball Rascals Musketeer Bowler
Fireball Musketeer Bowler
Fireball
Musketeer P.E.K.K.A
Bats Rascals Fireball Musketeer Bowler
Bats Fireball Musketeer
Fireball Musketeer Bowler

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