My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Godly!
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.

Bats 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 Battle Ram Wizard P.E.K.K.A Bandit

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Tornado Poison

Punishments

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

Battle Ram Bandit

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.

Battle Ram P.E.K.K.A Bandit

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.

Bandit

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 Battle Ram Bandit
Giant Snowball
Bats Battle Ram
Zap
Bats Battle Ram Bandit
Barbarian Barrel
Battle Ram Wizard Bandit
The Log
Battle Ram Bandit
Earthquake
Arrows
Bats
Royal Delivery
Bats Battle Ram Wizard P.E.K.K.A Bandit
Fireball
Battle Ram Wizard Bandit
Poison
Bats Wizard
Lightning
Battle Ram Wizard Bandit
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado 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 Battle Ram Tornado 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Tornado Bandit Battle Ram Poison Wizard P.E.K.K.A

Shortest cycle

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

10 Bats Zap Tornado Bandit

Attack Synergies 8 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
Zap Battle Ram P.E.K.K.A Bandit
Zap
Battle Ram Tornado P.E.K.K.A Bats Poison Bandit
Battle Ram
Zap Poison Bandit Bats Tornado P.E.K.K.A
Wizard
Tornado P.E.K.K.A Bandit
Tornado
Zap Wizard P.E.K.K.A Battle Ram Poison
Poison
Battle Ram P.E.K.K.A Zap Tornado
P.E.K.K.A
Zap Tornado Poison Bats Battle Ram Wizard
Bandit
Battle Ram Bats Zap Wizard

Defense Synergies 2 10

Bats
Zap P.E.K.K.A Bandit
Zap
Bats Tornado Poison P.E.K.K.A Bandit
Battle Ram
Wizard
Tornado P.E.K.K.A Bandit
Tornado
Wizard P.E.K.K.A Zap Poison
Poison
Zap Tornado
P.E.K.K.A
Tornado Bats Zap Wizard
Bandit
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 Wizard
P.E.K.K.A Bats Zap Bandit
Tornado P.E.K.K.A Bats Bandit
P.E.K.K.A Bats Bandit
Tornado Poison P.E.K.K.A
Tornado Bats Zap Bandit
Bats Tornado Zap Wizard Poison
Zap Poison P.E.K.K.A Bandit
P.E.K.K.A Tornado
Tornado Bandit
Bats Poison Zap Wizard Tornado Bandit
Bats Zap Wizard Tornado Poison
P.E.K.K.A Bats Zap Wizard Bandit
Wizard Bats Zap Tornado Poison P.E.K.K.A
P.E.K.K.A Bandit
Tornado Zap P.E.K.K.A Bandit
Wizard Bats Tornado Poison P.E.K.K.A
Bats Zap Wizard Tornado Bandit
Zap Wizard Tornado Poison Bats Bandit
P.E.K.K.A Tornado
Wizard Bats Poison P.E.K.K.A Bandit

Counters to secondary win conditions

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

Zap P.E.K.K.A Bandit
Poison Bandit Zap Wizard
P.E.K.K.A Bandit Bats Zap
P.E.K.K.A Bats Zap Tornado Bandit
P.E.K.K.A Bandit
Wizard Poison Bats Zap Tornado
P.E.K.K.A Bats Bandit
P.E.K.K.A
Zap P.E.K.K.A Bats Tornado Poison Bandit
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Zap Tornado Poison
P.E.K.K.A Wizard Bandit
Wizard
Bats Zap Tornado Poison P.E.K.K.A
Bats Poison Zap 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 Bandit
Poison Zap Tornado Bandit
Poison Bandit
Poison
Wizard Poison Zap
Wizard Poison Bats Zap Tornado
Wizard Tornado Poison
Poison Zap Wizard Tornado
Poison Zap Wizard Tornado Bandit
Bats Tornado Poison
Poison Zap Wizard Tornado Bandit
Poison Zap Wizard Tornado
Poison Bandit
Poison Bandit
Zap Poison
Zap Wizard Poison Bandit
Wizard Poison Bandit
Tornado Poison
Bats
Zap Wizard Poison Bandit
Zap Wizard Tornado Poison
Poison
Wizard Tornado Poison
Tornado
Zap Poison
Zap Tornado Poison Wizard
Poison Zap Wizard Tornado Bandit
Zap Wizard Tornado Poison Bandit
Poison Zap Tornado Bandit
Poison Bats Zap Wizard Tornado
Zap Bats Wizard Poison
Poison Zap Wizard Bandit
Zap Poison
P.E.K.K.A
Wizard Poison
Zap Bats Bandit
Poison Zap Wizard Tornado
Poison Wizard
Zap Wizard Poison
Zap Tornado Poison
P.E.K.K.A
Zap Bats Tornado Poison
Bats Zap Tornado Poison
Poison Zap Tornado Bandit

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