My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Minions

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.

Archers Golem

Offensive cards

Win conditions

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

Golem Miner

Damage spells

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

Zap Lightning

Punishments

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

Mini P.E.K.K.A Miner

Pump responses

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

Lightning Miner

Dropped at the bridge

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

Mini P.E.K.K.A Golem

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 Golem Miner

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
Archers Minions Guards Miner
Giant Snowball
Archers Minions Guards Miner
Zap
Archers Minions Guards
Barbarian Barrel
Archers Guards
The Log
Archers Mini P.E.K.K.A Guards
Earthquake
Archers Guards
Arrows
Archers Minions Guards
Royal Delivery
Archers Minions Mini P.E.K.K.A Guards Miner
Fireball
Archers Minions
Poison
Archers Minions Guards
Lightning
Mini P.E.K.K.A
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Mini P.E.K.K.A Guards Golem Miner

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.

Minions

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.

Zap Archers Minions Guards Miner Mini P.E.K.K.A Lightning Golem

Shortest cycle

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

11 Zap Archers Minions Guards

Attack Synergies 4 12

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.

Zap
Miner Archers Minions Mini P.E.K.K.A Guards Golem
Archers
Zap Mini P.E.K.K.A Golem Miner
Minions
Miner Zap Mini P.E.K.K.A Golem
Mini P.E.K.K.A
Zap Archers Minions Lightning Golem
Guards
Miner Zap
Lightning
Golem Mini P.E.K.K.A
Golem
Lightning Zap Archers Minions Mini P.E.K.K.A
Miner
Zap Minions Guards Archers

Defense Synergies 1 8

Zap
Mini P.E.K.K.A Archers Minions Guards Miner
Archers
Zap Minions Mini P.E.K.K.A Guards
Minions
Zap Archers
Mini P.E.K.K.A
Zap Archers Guards
Guards
Zap Archers Mini P.E.K.K.A
Lightning
Golem
Miner
Zap

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.

Lightning Zap Minions
Mini P.E.K.K.A Zap Minions
Mini P.E.K.K.A Archers Minions Lightning
Mini P.E.K.K.A Minions Guards
Lightning Mini P.E.K.K.A
Zap Archers Minions Guards
Minions Lightning Zap Archers
Lightning Zap
Mini P.E.K.K.A Minions
Guards Archers Mini P.E.K.K.A Miner
Archers Minions Guards Zap
Minions Zap Archers
Mini P.E.K.K.A Zap Minions Guards Lightning
Zap Minions Mini P.E.K.K.A Guards
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Lightning
Minions Mini P.E.K.K.A
Zap Archers Minions Guards
Zap Archers Minions Guards
Mini P.E.K.K.A
Archers Minions Mini P.E.K.K.A Guards

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Zap Archers
Zap Archers Mini P.E.K.K.A Lightning Miner
Guards Zap Minions Mini P.E.K.K.A Lightning
Mini P.E.K.K.A Guards Lightning Zap
Mini P.E.K.K.A Guards
Zap Archers Minions
Mini P.E.K.K.A Guards Archers Minions Lightning
Mini P.E.K.K.A
Zap Lightning Minions Mini P.E.K.K.A
Guards
Minions Mini P.E.K.K.A Guards
Lightning Zap Guards
Mini P.E.K.K.A Lightning Guards
Archers
Guards Zap Archers Minions Mini P.E.K.K.A Lightning
Minions Zap Archers 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.)

Lightning Guards
Zap Miner
Lightning Miner
Lightning Guards
Zap
Zap Minions
Archers
Zap Lightning
Miner Zap Lightning
Lightning Minions Mini P.E.K.K.A Guards
Lightning Miner Zap
Lightning Zap Archers
Lightning Miner
Lightning Minions
Lightning Zap
Lightning Zap
Lightning
Lightning
Minions Mini P.E.K.K.A Lightning
Lightning Zap Archers Mini P.E.K.K.A
Lightning Zap Miner
Lightning Minions
Lightning
Lightning
Lightning Zap
Zap
Miner Zap Lightning
Lightning Zap Miner
Lightning Miner Zap
Lightning Zap Archers
Zap Lightning Minions Guards
Lightning Mini P.E.K.K.A
Lightning Zap Miner
Zap Lightning
Lightning
Zap Lightning Archers Minions Guards
Lightning Zap Archers
Lightning Miner Mini P.E.K.K.A
Zap Lightning
Lightning Zap
Zap Minions Guards Lightning
Zap Lightning
Lightning Zap Miner

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