My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!

Similar decks

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 Royal Giant Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Rage

Punishments

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

Royal Giant Mini P.E.K.K.A 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.

Royal Giant 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.

Firecracker Mini P.E.K.K.A

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

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 Mega Knight

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 Mini P.E.K.K.A Rage Skeleton Army 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.

Royal Giant 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Rage Firecracker Skeleton Army Mini P.E.K.K.A Royal Giant Mega Knight

Shortest cycle

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

9 Bats Zap Rage Firecracker

Attack Synergies 4 11

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
Royal Giant Mega Knight Zap Firecracker Mini P.E.K.K.A Rage
Zap
Firecracker Bats Royal Giant Mini P.E.K.K.A Mega Knight
Firecracker
Zap Royal Giant Bats Mini P.E.K.K.A Mega Knight
Royal Giant
Bats Firecracker Zap
Mini P.E.K.K.A
Bats Zap Firecracker Rage Mega Knight
Rage
Bats Mini P.E.K.K.A
Skeleton Army
Mega Knight
Bats Zap Firecracker Mini P.E.K.K.A

Defense Synergies 2 10

Bats
Zap Firecracker Mini P.E.K.K.A Mega Knight
Zap
Mini P.E.K.K.A Mega Knight Bats Firecracker Skeleton Army
Firecracker
Bats Zap Mini P.E.K.K.A Skeleton Army Mega Knight
Royal Giant
Mini P.E.K.K.A
Zap Bats Firecracker Skeleton Army
Rage
Skeleton Army
Zap Firecracker Mini P.E.K.K.A
Mega Knight
Zap Bats Firecracker

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
Mini P.E.K.K.A Skeleton Army Bats Zap Firecracker Mega Knight
Mini P.E.K.K.A Skeleton Army Mega Knight Bats
Mini P.E.K.K.A Skeleton Army Bats Firecracker Mega Knight
Firecracker Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army Bats Zap Firecracker Mega Knight
Bats Zap Firecracker
Zap Mega Knight
Mini P.E.K.K.A Skeleton Army
Skeleton Army Firecracker Mini P.E.K.K.A Mega Knight
Bats Skeleton Army Zap Firecracker Mega Knight
Bats Zap Firecracker
Mini P.E.K.K.A Skeleton Army Mega Knight Bats Zap
Skeleton Army Mega Knight Bats Zap Firecracker Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Mega Knight
Skeleton Army Zap Mini P.E.K.K.A Mega Knight
Mega Knight Bats Firecracker Mini P.E.K.K.A Skeleton Army
Mega Knight Bats Zap Firecracker Skeleton Army
Zap Bats Firecracker Mega Knight
Mini P.E.K.K.A
Skeleton Army Mega Knight Bats Firecracker Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Mega Knight Zap
Zap Firecracker Mini P.E.K.K.A Mega Knight
Skeleton Army Mega Knight Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Mega Knight Bats Zap
Mini P.E.K.K.A Skeleton Army Mega Knight
Firecracker Bats Zap
Mini P.E.K.K.A Skeleton Army Bats
Mini P.E.K.K.A Mega Knight Skeleton Army
Zap Mega Knight Bats Firecracker Mini P.E.K.K.A Skeleton Army
Skeleton Army
Mega Knight Bats Mini P.E.K.K.A
Skeleton Army Mega Knight Zap
Mini P.E.K.K.A Skeleton Army Mega Knight
Firecracker Skeleton Army Mega Knight
Skeleton Army Bats Zap Firecracker Mini P.E.K.K.A
Bats Mega Knight Zap Firecracker 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.)

Firecracker
Firecracker Zap
Firecracker
Zap Firecracker Mega Knight
Firecracker Bats Zap
Firecracker
Zap Firecracker
Zap Firecracker
Bats Mini P.E.K.K.A
Firecracker Zap
Zap Firecracker
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker Mega Knight
Bats Mini P.E.K.K.A
Zap Firecracker Mini P.E.K.K.A Mega Knight
Zap Firecracker Mega Knight
Mega Knight
Zap
Zap Firecracker Mega Knight
Firecracker Zap
Zap Mega Knight
Zap Firecracker
Bats Zap Firecracker
Zap Bats Firecracker
Mini P.E.K.K.A
Zap Mega Knight
Zap Firecracker
Mega Knight
Firecracker
Zap Bats Skeleton Army
Zap Firecracker
Firecracker Mini P.E.K.K.A Mega Knight
Zap Firecracker
Zap
Firecracker Mega Knight
Zap Bats Firecracker
Firecracker Bats Zap
Zap Firecracker Mega Knight

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