My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Mega Minion 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 Knight Mega Minion Wizard Balloon P.E.K.K.A

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Poison

Punishments

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

Balloon

Pump responses

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

Poison

Dropped at the bridge

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

Knight Balloon 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.

Balloon

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 Balloon
Giant Snowball
Bats Mega Minion Balloon
Zap
Bats Balloon
Barbarian Barrel
Knight Wizard
The Log
Earthquake
Arrows
Bats
Royal Delivery
Bats Knight Mega Minion Wizard Balloon P.E.K.K.A
Fireball
Mega Minion Wizard Balloon
Poison
Bats Mega Minion Wizard Balloon
Lightning
Knight Mega Minion Wizard Balloon
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Poison

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 Mega Minion Poison 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.

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.

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 Mega Minion Poison Wizard Balloon P.E.K.K.A

Shortest cycle

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

10 Bats Zap Knight Mega Minion

Attack Synergies 8 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.

Bats
Knight Balloon Zap Mega Minion P.E.K.K.A
Zap
Mega Minion Balloon P.E.K.K.A Bats Knight Poison
Knight
Bats Mega Minion Balloon Zap Wizard Poison
Mega Minion
Zap Knight Bats Poison Balloon
Wizard
Knight Balloon P.E.K.K.A
Poison
P.E.K.K.A Zap Knight Mega Minion Balloon
Balloon
Bats Zap Knight Mega Minion Wizard Poison
P.E.K.K.A
Zap Poison Bats Wizard

Defense Synergies 3 9

Bats
Knight Zap P.E.K.K.A
Zap
Mega Minion Bats Knight Poison P.E.K.K.A
Knight
Bats Mega Minion Zap Wizard Poison
Mega Minion
Zap Knight Wizard
Wizard
Knight Mega Minion P.E.K.K.A
Poison
Zap Knight
Balloon
P.E.K.K.A
Bats Zap Wizard

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 Knight Mega Minion Wizard
P.E.K.K.A Bats Zap Knight Mega Minion
P.E.K.K.A Bats Knight Mega Minion
P.E.K.K.A Bats Knight Mega Minion
Poison P.E.K.K.A
Bats Zap Mega Minion
Bats Mega Minion Zap Wizard Poison
Zap Poison P.E.K.K.A
P.E.K.K.A
Knight
Bats Poison Zap Knight Mega Minion Wizard
Mega Minion Bats Zap Wizard Poison
P.E.K.K.A Bats Zap Knight Wizard
Wizard Bats Zap Mega Minion Poison P.E.K.K.A
P.E.K.K.A Knight
Zap P.E.K.K.A
Wizard Bats Knight Poison P.E.K.K.A
Bats Zap Knight Mega Minion Wizard
Zap Wizard Poison Bats Knight Mega Minion
P.E.K.K.A
Wizard Bats Knight Poison 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 P.E.K.K.A
Poison Zap Knight Mega Minion Wizard
P.E.K.K.A Bats Zap Knight
P.E.K.K.A Bats Zap Knight
P.E.K.K.A Knight
Wizard Poison Bats Zap
P.E.K.K.A Bats Knight Mega Minion
P.E.K.K.A Knight
Zap P.E.K.K.A Bats Knight Mega Minion Poison
P.E.K.K.A Mega Minion
P.E.K.K.A Bats Knight Mega Minion
P.E.K.K.A Zap Poison
P.E.K.K.A Knight Wizard
Wizard
Bats Zap Knight Mega Minion Poison P.E.K.K.A
Bats Poison Zap Mega Minion Wizard 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.)

Poison Knight
Poison Zap
Poison
Knight Poison
Wizard Poison Zap
Wizard Poison Bats Zap Mega Minion
Wizard Poison
Poison Zap Wizard
Poison Zap Wizard
Bats Poison
Poison Zap Knight Wizard
Poison Zap Wizard
Poison Knight
Poison
Zap Poison
Zap Wizard Poison
Wizard Poison
Poison
Bats
Zap Mega Minion Wizard Poison
Zap Wizard Poison
Poison
Wizard Poison
Zap Poison
Zap Poison Wizard
Mega Minion
Poison Zap Wizard
Zap Wizard Poison
Poison Zap
Poison Bats Zap Wizard
Zap Bats Mega Minion Wizard Poison
Mega Minion
Poison Zap Wizard
Zap Poison
P.E.K.K.A
Wizard Poison
Zap Bats
Poison Zap Mega Minion Wizard
Poison Knight Mega Minion Wizard
Zap Wizard Poison
Zap Poison
Mega Minion P.E.K.K.A
Zap Bats Poison
Bats Zap Poison
Poison Zap

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