My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
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 Firecracker

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 Firecracker Prince P.E.K.K.A Lumberjack

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.

Zap

Punishments

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

Hog Rider Prince Lumberjack

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.

Hog Rider Prince P.E.K.K.A Lumberjack

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.

Firecracker Hog Rider Lumberjack

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 Skeleton Army Prince
Giant Snowball
Bats Hog Rider Skeleton Army Lumberjack
Zap
Bats Firecracker Skeleton Army Prince
Barbarian Barrel
Firecracker Skeleton Army Lumberjack
The Log
Firecracker Hog Rider Skeleton Army Prince Lumberjack
Earthquake
Firecracker Hog Rider Skeleton Army
Arrows
Bats Firecracker Skeleton Army
Royal Delivery
Bats Firecracker Hog Rider Skeleton Army Prince P.E.K.K.A Lumberjack
Fireball
Firecracker Hog Rider Skeleton Army Lumberjack
Poison
Bats Firecracker Skeleton Army
Lightning
Prince Lumberjack
Rocket
Hog Rider Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker

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 Skeleton Army Prince P.E.K.K.A

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.

Skeleton Army

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 Firecracker Skeleton Army Hog Rider Lumberjack Prince P.E.K.K.A

Shortest cycle

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

10 Bats Zap Firecracker Skeleton Army

Attack Synergies 6 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
Hog Rider Zap Firecracker Prince P.E.K.K.A Lumberjack
Zap
Firecracker Hog Rider Prince P.E.K.K.A Bats Lumberjack
Firecracker
Zap Hog Rider Bats Prince P.E.K.K.A Lumberjack
Hog Rider
Bats Zap Firecracker Prince Lumberjack
Skeleton Army
Prince
Zap Bats Firecracker Hog Rider Lumberjack
P.E.K.K.A
Zap Bats Firecracker Lumberjack
Lumberjack
Bats Zap Firecracker Hog Rider Prince P.E.K.K.A

Defense Synergies 0 16

Bats
Zap Firecracker Prince P.E.K.K.A Lumberjack
Zap
Bats Firecracker Skeleton Army Prince P.E.K.K.A Lumberjack
Firecracker
Bats Zap Skeleton Army Prince P.E.K.K.A Lumberjack
Hog Rider
Skeleton Army
Zap Firecracker Prince Lumberjack
Prince
Bats Zap Firecracker Skeleton Army
P.E.K.K.A
Bats Zap Firecracker
Lumberjack
Bats Zap Firecracker Skeleton Army

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 Firecracker
Skeleton Army P.E.K.K.A Lumberjack Bats Zap Firecracker Prince
Skeleton Army Prince P.E.K.K.A Lumberjack Bats
Skeleton Army Prince P.E.K.K.A Lumberjack Bats Firecracker
Firecracker Skeleton Army Prince P.E.K.K.A Lumberjack
Skeleton Army Bats Zap Firecracker Lumberjack
Bats Zap Firecracker
Zap P.E.K.K.A
P.E.K.K.A Skeleton Army Prince Lumberjack
Skeleton Army Firecracker Prince Lumberjack
Bats Skeleton Army Zap Firecracker Lumberjack
Bats Zap Firecracker
Skeleton Army Prince P.E.K.K.A Lumberjack Bats Zap
Skeleton Army Bats Zap Firecracker Prince P.E.K.K.A Lumberjack
Skeleton Army P.E.K.K.A Prince Lumberjack
Skeleton Army Zap Prince P.E.K.K.A Lumberjack
Bats Firecracker Skeleton Army Prince P.E.K.K.A Lumberjack
Bats Zap Firecracker Skeleton Army Prince Lumberjack
Zap Bats Firecracker Lumberjack
P.E.K.K.A Prince Lumberjack
Skeleton Army Bats Firecracker Prince P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Zap Prince P.E.K.K.A
Zap Firecracker Prince Lumberjack
Skeleton Army P.E.K.K.A Lumberjack Bats Zap Prince
Skeleton Army Prince P.E.K.K.A Lumberjack Bats Zap
P.E.K.K.A Skeleton Army Prince Lumberjack
Firecracker Bats Zap
Skeleton Army Prince P.E.K.K.A Bats Lumberjack
P.E.K.K.A Skeleton Army Prince Lumberjack
Zap P.E.K.K.A Bats Firecracker Skeleton Army Prince
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Prince Lumberjack
Skeleton Army P.E.K.K.A Zap Prince
Skeleton Army Prince P.E.K.K.A Lumberjack
Firecracker Skeleton Army
Skeleton Army Bats Zap Firecracker Prince P.E.K.K.A Lumberjack
Bats Zap Firecracker 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.)

Firecracker
Firecracker Zap
Firecracker Prince
Zap Firecracker
Firecracker Bats Zap
Firecracker
Zap Firecracker
Zap Firecracker
Bats Prince Lumberjack
Firecracker Zap Prince
Zap Firecracker
Firecracker
Firecracker
Zap Firecracker Prince
Zap Firecracker
Firecracker
Bats
Zap Firecracker Prince
Zap Firecracker
Prince
Prince
Zap
Zap Firecracker
Firecracker Zap
Zap Prince
Zap Firecracker
Bats Zap Firecracker
Zap Bats Firecracker
Zap
Zap Firecracker
P.E.K.K.A Prince
Firecracker
Zap Bats Skeleton Army Prince
Zap Firecracker
Firecracker Prince Lumberjack
Zap Firecracker
Zap
Firecracker Prince P.E.K.K.A
Zap Bats Firecracker
Firecracker Bats Zap
Zap Firecracker Prince

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