My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Great!
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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Furnace Zappies Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Knight Furnace Zappies Cannon Cart P.E.K.K.A Magic Archer

Offensive cards

Win conditions

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

Missing

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.

Cannon Cart

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.

Knight Cannon Cart P.E.K.K.A Magic Archer

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.

Magic Archer

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 Cannon Cart
Giant Snowball
Bats Furnace Zappies
Zap
Bats Furnace Zappies Cannon Cart
Barbarian Barrel
Knight Furnace Zappies Cannon Cart Magic Archer
The Log
Furnace Zappies Cannon Cart
Earthquake
Furnace Zappies
Arrows
Bats Furnace Zappies
Royal Delivery
Bats Knight Zappies Cannon Cart P.E.K.K.A Magic Archer
Fireball
Furnace Zappies Cannon Cart Magic Archer
Poison
Bats Furnace Zappies Magic Archer
Lightning
Knight Furnace Cannon Cart Magic Archer
Rocket
Furnace Cannon Cart Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Furnace Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Furnace Magic Archer

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 Knight P.E.K.K.A

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.

Furnace

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 Knight Furnace Zappies Magic Archer Cannon Cart P.E.K.K.A

Shortest cycle

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

11 Bats Zap Knight Furnace

Attack Synergies 4 16

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
Knight Zap Cannon Cart P.E.K.K.A
Zap
Cannon Cart P.E.K.K.A Bats Knight Furnace Zappies Magic Archer
Knight
Bats Zap Furnace Zappies Cannon Cart Magic Archer
Furnace
Zap Knight Cannon Cart P.E.K.K.A
Zappies
Zap Knight Cannon Cart P.E.K.K.A
Cannon Cart
Zap Bats Knight Furnace Zappies Magic Archer
P.E.K.K.A
Zap Magic Archer Bats Furnace Zappies
Magic Archer
P.E.K.K.A Zap Knight Cannon Cart

Defense Synergies 2 19

Bats
Knight Zap Zappies Cannon Cart P.E.K.K.A
Zap
Bats Knight Furnace Zappies Cannon Cart P.E.K.K.A Magic Archer
Knight
Bats Magic Archer Zap Furnace Zappies Cannon Cart
Furnace
Zap Knight Zappies Cannon Cart Magic Archer
Zappies
Bats Zap Knight Furnace Cannon Cart P.E.K.K.A
Cannon Cart
Bats Zap Knight Furnace Zappies Magic Archer
P.E.K.K.A
Bats Zap Zappies
Magic Archer
Knight Zap Furnace Cannon Cart

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.

Cannon Cart Zap Knight Zappies Magic Archer
P.E.K.K.A Bats Zap Knight Furnace Zappies Cannon Cart
Furnace P.E.K.K.A Bats Knight Zappies Cannon Cart
P.E.K.K.A Bats Knight Furnace Zappies Cannon Cart
P.E.K.K.A
Bats Zap Furnace Zappies Cannon Cart Magic Archer
Bats Furnace Zap Zappies Magic Archer
Zap Cannon Cart P.E.K.K.A Magic Archer
Zappies P.E.K.K.A Furnace
Knight Zappies Cannon Cart
Bats Zap Knight Furnace Zappies Cannon Cart Magic Archer
Bats Zap Furnace Zappies Magic Archer
Furnace P.E.K.K.A Bats Zap Knight Zappies Cannon Cart
Bats Zap Furnace Zappies Cannon Cart P.E.K.K.A Magic Archer
P.E.K.K.A Knight Furnace Zappies Cannon Cart
Zap Furnace Zappies P.E.K.K.A
Bats Knight Furnace Zappies Cannon Cart P.E.K.K.A
Bats Zap Knight Furnace Zappies Cannon Cart Magic Archer
Zap Furnace Bats Knight Zappies Cannon Cart Magic Archer
P.E.K.K.A Zappies Cannon Cart
Bats Knight Furnace Zappies Cannon Cart P.E.K.K.A

Counters to secondary win conditions

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

Knight Zap Furnace Zappies Cannon Cart P.E.K.K.A
Zap Knight Cannon Cart Magic Archer
Zappies P.E.K.K.A Bats Zap Knight Furnace Cannon Cart
P.E.K.K.A Bats Zap Knight Zappies Cannon Cart
P.E.K.K.A Knight Zappies Cannon Cart
Furnace Bats Zap Zappies Magic Archer
P.E.K.K.A Bats Knight Furnace Zappies Cannon Cart
P.E.K.K.A Knight Zappies Cannon Cart
Zap P.E.K.K.A Bats Knight Zappies Cannon Cart Magic Archer
P.E.K.K.A Zappies
P.E.K.K.A Bats Knight Zappies Cannon Cart
P.E.K.K.A Zap
Cannon Cart P.E.K.K.A Knight Zappies
Furnace Zappies Cannon Cart Magic Archer
Zappies Bats Zap Knight Furnace Cannon Cart P.E.K.K.A Magic Archer
Bats Zap Zappies Cannon Cart P.E.K.K.A Magic Archer

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.)

Magic Archer Knight
Zap Magic Archer
Cannon Cart Magic Archer
Cannon Cart Knight
Zap Furnace Magic Archer
Bats Zap Furnace Magic Archer
Furnace Magic Archer
Zap Magic Archer
Zap
Bats
Zap Knight Cannon Cart Magic Archer
Zap Magic Archer
Knight Cannon Cart Magic Archer
Cannon Cart Magic Archer
Zap Furnace Cannon Cart Magic Archer
Zap Furnace Cannon Cart Magic Archer
Magic Archer Furnace Cannon Cart
Bats
Zap Magic Archer
Zap Magic Archer
Magic Archer
Zap Cannon Cart
Zap Furnace Magic Archer
Zap Magic Archer
Zap Magic Archer
Zap Magic Archer
Bats Zap Furnace Magic Archer
Zap Bats Zappies
Zap Magic Archer
Zap Zappies Magic Archer
P.E.K.K.A
Magic Archer
Zap Bats Zappies Cannon Cart Magic Archer
Zap Zappies Magic Archer
Knight Cannon Cart Magic Archer
Zap Magic Archer
Zap
Cannon Cart P.E.K.K.A
Zap Bats Zappies Magic Archer
Bats Zap Zappies Magic Archer
Zap Cannon Cart Magic Archer

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