My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

The Log

Deck tips

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

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 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 Wizard Dark Prince P.E.K.K.A

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap Barbarian Barrel

Punishments

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

Goblin Barrel Dark Prince

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Barbarian Barrel Dark Prince 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.

Goblin Barrel Dark Prince

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 Goblin Barrel Skeleton Army Dark Prince
Giant Snowball
Bats Goblin Barrel Skeleton Army
Zap
Bats Goblin Barrel Skeleton Army Dark Prince
Barbarian Barrel
Wizard Goblin Barrel Skeleton Army Dark Prince
The Log
Goblin Barrel Skeleton Army Dark Prince
Earthquake
Goblin Barrel Skeleton Army
Arrows
Bats Goblin Barrel Skeleton Army
Royal Delivery
Bats Wizard Goblin Barrel Skeleton Army Dark Prince P.E.K.K.A
Fireball
Wizard Goblin Barrel Skeleton Army
Poison
Bats Wizard Skeleton Army
Lightning
Wizard Dark Prince
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Barbarian Barrel Dark Prince

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Dark Prince P.E.K.K.A

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.

Goblin Barrel Skeleton Army

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 Goblin Barrel

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Barbarian Barrel Goblin Barrel Skeleton Army Dark Prince Wizard P.E.K.K.A

Shortest cycle

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

9 Bats Zap Barbarian Barrel Goblin Barrel

Attack Synergies 2 14

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 Barbarian Barrel Goblin Barrel Dark Prince P.E.K.K.A
Zap
P.E.K.K.A Bats Barbarian Barrel Dark Prince
Wizard
Dark Prince P.E.K.K.A
Barbarian Barrel
Bats Zap Goblin Barrel Dark Prince P.E.K.K.A
Goblin Barrel
Dark Prince Bats Barbarian Barrel Skeleton Army P.E.K.K.A
Skeleton Army
Goblin Barrel
Dark Prince
Goblin Barrel Bats Zap Wizard Barbarian Barrel
P.E.K.K.A
Zap Bats Wizard Barbarian Barrel Goblin Barrel

Defense Synergies 0 14

Bats
Zap Barbarian Barrel Dark Prince P.E.K.K.A
Zap
Bats Barbarian Barrel Skeleton Army Dark Prince P.E.K.K.A
Wizard
Barbarian Barrel Skeleton Army Dark Prince P.E.K.K.A
Barbarian Barrel
Bats Zap Wizard Dark Prince P.E.K.K.A
Goblin Barrel
Skeleton Army
Zap Wizard
Dark Prince
Bats Zap Wizard Barbarian Barrel
P.E.K.K.A
Bats Zap Wizard Barbarian Barrel

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 Barbarian Barrel
Skeleton Army P.E.K.K.A Bats Zap Dark Prince
Skeleton Army P.E.K.K.A Bats Dark Prince
Skeleton Army P.E.K.K.A Bats Dark Prince
Barbarian Barrel Skeleton Army Dark Prince P.E.K.K.A
Barbarian Barrel Skeleton Army Bats Zap Dark Prince
Bats Zap Wizard
Zap Barbarian Barrel P.E.K.K.A
P.E.K.K.A Skeleton Army
Skeleton Army Barbarian Barrel Dark Prince
Bats Skeleton Army Zap Wizard Barbarian Barrel Dark Prince
Bats Zap Wizard
Skeleton Army P.E.K.K.A Bats Zap Wizard Dark Prince
Wizard Skeleton Army Bats Zap Barbarian Barrel Dark Prince P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army Zap P.E.K.K.A
Wizard Bats Skeleton Army Dark Prince P.E.K.K.A
Bats Zap Wizard Barbarian Barrel Skeleton Army Dark Prince
Zap Wizard Barbarian Barrel Bats Dark Prince
P.E.K.K.A
Wizard Skeleton Army Dark Prince Bats Barbarian Barrel P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Zap Barbarian Barrel Dark Prince P.E.K.K.A
Zap Wizard Barbarian Barrel
Skeleton Army P.E.K.K.A Bats Zap Dark Prince
Skeleton Army Dark Prince P.E.K.K.A Bats Zap Barbarian Barrel
P.E.K.K.A Skeleton Army Dark Prince
Wizard Bats Zap
Skeleton Army Dark Prince P.E.K.K.A Bats
P.E.K.K.A Skeleton Army Dark Prince
Zap P.E.K.K.A Bats Barbarian Barrel Skeleton Army Dark Prince
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Dark Prince
Skeleton Army P.E.K.K.A Zap Dark Prince
Skeleton Army Dark Prince P.E.K.K.A Wizard
Wizard Skeleton Army
Skeleton Army Bats Zap Barbarian Barrel Dark Prince P.E.K.K.A
Bats Zap Wizard Barbarian Barrel Dark Prince 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.)

Barbarian Barrel
Zap Barbarian Barrel
Barbarian Barrel
Barbarian Barrel Dark Prince
Wizard Zap Barbarian Barrel Dark Prince
Wizard Bats Zap
Wizard
Zap Wizard Barbarian Barrel
Zap Wizard
Bats
Zap Wizard Barbarian Barrel Dark Prince
Zap Wizard
Barbarian Barrel
Barbarian Barrel
Zap Barbarian Barrel
Zap Wizard Barbarian Barrel
Wizard Barbarian Barrel
Barbarian Barrel
Bats
Zap Wizard Barbarian Barrel Dark Prince
Zap Wizard Barbarian Barrel
Wizard
Zap Barbarian Barrel
Zap Wizard Barbarian Barrel Dark Prince
Zap Wizard Barbarian Barrel
Zap Wizard
Zap Barbarian Barrel
Bats Zap Wizard
Zap Bats Wizard
Zap Wizard
Zap
P.E.K.K.A
Wizard
Zap Bats Barbarian Barrel Skeleton Army Dark Prince
Zap Wizard
Barbarian Barrel
Wizard Dark Prince
Zap Wizard
Zap
Dark Prince P.E.K.K.A
Zap Bats
Bats Zap
Zap Barbarian Barrel Dark Prince

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