My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Minions Baby Dragon Electro 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.

Royal Giant Baby Dragon Bandit Electro Wizard

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

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 Bandit

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.

Barbarians Royal Giant Mini P.E.K.K.A Baby Dragon 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.

Mini P.E.K.K.A Bandit Electro Wizard

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
Minions Royal Giant Bandit
Giant Snowball
Minions Barbarians Baby Dragon
Zap
Minions Royal Giant Bandit
Barbarian Barrel
Barbarians Bandit Electro Wizard
The Log
Barbarians Royal Giant Mini P.E.K.K.A Bandit
Earthquake
Barbarians
Arrows
Minions
Royal Delivery
Minions Barbarians Mini P.E.K.K.A Baby Dragon Bandit Electro Wizard
Fireball
Minions Barbarians Baby Dragon Bandit Electro Wizard
Poison
Minions Barbarians Electro Wizard
Lightning
Mini P.E.K.K.A Baby Dragon Bandit Electro Wizard
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon

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 Baby Dragon

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

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 Barbarians Electro 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.

Zap Minions Bandit Mini P.E.K.K.A Baby Dragon Electro Wizard Barbarians Royal Giant

Shortest cycle

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

12 Zap Minions Bandit Mini P.E.K.K.A

Attack Synergies 2 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.

Zap
Electro Wizard Minions Royal Giant Mini P.E.K.K.A Baby Dragon Bandit
Minions
Royal Giant Zap Mini P.E.K.K.A Baby Dragon Bandit
Barbarians
Royal Giant
Minions Zap Baby Dragon Bandit Electro Wizard
Mini P.E.K.K.A
Zap Minions Baby Dragon Electro Wizard
Baby Dragon
Zap Minions Royal Giant Mini P.E.K.K.A Bandit Electro Wizard
Bandit
Zap Minions Royal Giant Baby Dragon Electro Wizard
Electro Wizard
Zap Royal Giant Mini P.E.K.K.A Baby Dragon Bandit

Defense Synergies 3 10

Zap
Mini P.E.K.K.A Electro Wizard Minions Barbarians Baby Dragon Bandit
Minions
Zap Baby Dragon Bandit Electro Wizard
Barbarians
Zap
Royal Giant
Mini P.E.K.K.A
Zap Electro Wizard Baby Dragon
Baby Dragon
Zap Minions Mini P.E.K.K.A Bandit
Bandit
Zap Minions Baby Dragon Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Minions Bandit

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 Minions Baby Dragon Electro Wizard
Barbarians Mini P.E.K.K.A Zap Minions Bandit Electro Wizard
Barbarians Mini P.E.K.K.A Minions Bandit Electro Wizard
Barbarians Mini P.E.K.K.A Minions Bandit Electro Wizard
Barbarians Mini P.E.K.K.A
Zap Minions Baby Dragon Bandit Electro Wizard
Minions Electro Wizard Zap Baby Dragon
Zap Barbarians Baby Dragon Bandit Electro Wizard
Barbarians Mini P.E.K.K.A Minions
Barbarians Mini P.E.K.K.A Bandit Electro Wizard
Minions Barbarians Electro Wizard Zap Baby Dragon Bandit
Minions Zap Baby Dragon Electro Wizard
Barbarians Mini P.E.K.K.A Zap Minions Bandit Electro Wizard
Zap Minions Barbarians Mini P.E.K.K.A Baby Dragon Electro Wizard
Barbarians Mini P.E.K.K.A Bandit Electro Wizard
Barbarians Zap Mini P.E.K.K.A Bandit Electro Wizard
Barbarians Minions Mini P.E.K.K.A Electro Wizard
Zap Minions Barbarians Baby Dragon Bandit Electro Wizard
Zap Baby Dragon Minions Barbarians Bandit Electro Wizard
Barbarians Mini P.E.K.K.A Electro Wizard
Minions Barbarians Mini P.E.K.K.A Baby Dragon Bandit Electro Wizard

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Zap Bandit Electro Wizard
Bandit Electro Wizard Zap Mini P.E.K.K.A Baby Dragon
Barbarians Bandit Zap Minions Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Zap Barbarians Bandit Electro Wizard
Barbarians Mini P.E.K.K.A Bandit
Zap Minions Baby Dragon Electro Wizard
Mini P.E.K.K.A Minions Barbarians Bandit Electro Wizard
Mini P.E.K.K.A Barbarians
Zap Electro Wizard Minions Barbarians Mini P.E.K.K.A Baby Dragon Bandit
Barbarians
Minions Barbarians Mini P.E.K.K.A
Zap Barbarians Electro Wizard
Barbarians Mini P.E.K.K.A Bandit
Barbarians Baby Dragon
Barbarians Electro Wizard Zap Minions Mini P.E.K.K.A Baby Dragon
Minions Zap Barbarians Mini P.E.K.K.A Baby Dragon Electro Wizard

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.)

Baby Dragon Bandit
Zap Baby Dragon Bandit Electro Wizard
Baby Dragon Bandit
Barbarians
Zap Baby Dragon
Zap Minions Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Bandit
Minions Mini P.E.K.K.A Electro Wizard
Zap Bandit Electro Wizard
Zap Baby Dragon
Baby Dragon Bandit
Minions Baby Dragon Bandit
Zap Baby Dragon
Zap Baby Dragon Bandit
Baby Dragon Bandit
Minions Mini P.E.K.K.A
Zap Mini P.E.K.K.A Baby Dragon Bandit Electro Wizard
Zap Baby Dragon
Minions Baby Dragon
Zap Barbarians Baby Dragon
Zap Baby Dragon
Zap Baby Dragon Bandit Electro Wizard
Zap Baby Dragon Bandit
Zap Baby Dragon Bandit
Zap Baby Dragon Electro Wizard
Zap Electro Wizard Minions
Mini P.E.K.K.A
Zap Bandit
Zap Electro Wizard
Zap Electro Wizard Minions Barbarians Bandit
Zap Baby Dragon Electro Wizard
Mini P.E.K.K.A Baby Dragon Electro Wizard
Zap Baby Dragon
Zap
Zap Minions Baby Dragon Electro Wizard
Zap Electro Wizard
Zap Baby Dragon Bandit Electro Wizard

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