My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Minion Horde

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 Giant Sparky

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Arrows

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 Giant

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.

Minion Horde Mini P.E.K.K.A Giant

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

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 Minion Horde Giant Skeleton Army Sparky
Giant Snowball
Bats Minion Horde Skeleton Army
Zap
Bats Minion Horde Skeleton Army Sparky
Barbarian Barrel
Skeleton Army Sparky
The Log
Mini P.E.K.K.A Skeleton Army Sparky
Earthquake
Skeleton Army
Arrows
Bats Minion Horde Skeleton Army
Royal Delivery
Bats Minion Horde Mini P.E.K.K.A Skeleton Army Sparky
Fireball
Minion Horde Skeleton Army Sparky
Poison
Bats Minion Horde Skeleton Army Sparky
Lightning
Mini P.E.K.K.A Sparky
Rocket
Minion Horde Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Sparky

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 Arrows Mini P.E.K.K.A Skeleton Army Sparky

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.

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.

Minion Horde

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Skeleton Army Mini P.E.K.K.A Minion Horde Giant Sparky

Shortest cycle

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

10 Bats Zap Arrows Skeleton Army

Attack Synergies 9 9

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
Giant Zap Mini P.E.K.K.A Sparky
Zap
Arrows Giant Sparky Bats Minion Horde Mini P.E.K.K.A
Arrows
Zap Giant Sparky Mini P.E.K.K.A
Minion Horde
Zap Giant Sparky
Mini P.E.K.K.A
Giant Sparky Bats Zap Arrows
Giant
Bats Zap Arrows Mini P.E.K.K.A Sparky Minion Horde
Skeleton Army
Sparky
Sparky
Zap Arrows Mini P.E.K.K.A Giant Bats Minion Horde Skeleton Army

Defense Synergies 1 12

Bats
Zap Mini P.E.K.K.A Sparky
Zap
Mini P.E.K.K.A Bats Arrows Minion Horde Skeleton Army Sparky
Arrows
Zap Mini P.E.K.K.A Sparky
Minion Horde
Zap Sparky
Mini P.E.K.K.A
Zap Bats Arrows Skeleton Army
Giant
Skeleton Army
Zap Mini P.E.K.K.A Sparky
Sparky
Bats Zap Arrows Minion Horde Skeleton Army

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 Minion Horde Sparky
Minion Horde Mini P.E.K.K.A Skeleton Army Sparky Bats Zap
Minion Horde Mini P.E.K.K.A Skeleton Army Sparky Bats
Minion Horde Mini P.E.K.K.A Skeleton Army Sparky Bats
Arrows Mini P.E.K.K.A Skeleton Army Sparky
Arrows Skeleton Army Bats Zap
Bats Minion Horde Zap Arrows
Zap Arrows Sparky
Minion Horde Mini P.E.K.K.A Sparky Skeleton Army
Skeleton Army Minion Horde Mini P.E.K.K.A Sparky
Bats Minion Horde Skeleton Army Zap Arrows
Arrows Minion Horde Bats Zap
Minion Horde Mini P.E.K.K.A Skeleton Army Sparky Bats Zap
Skeleton Army Sparky Bats Zap Arrows Minion Horde Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Sparky Minion Horde
Minion Horde Skeleton Army Zap Mini P.E.K.K.A Sparky
Minion Horde Sparky Bats Arrows Mini P.E.K.K.A Skeleton Army
Arrows Bats Zap Minion Horde Skeleton Army
Zap Arrows Bats
Mini P.E.K.K.A Sparky
Skeleton Army Bats Arrows Minion Horde Mini P.E.K.K.A Sparky

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Zap Sparky
Zap Arrows Mini P.E.K.K.A
Skeleton Army Bats Zap Minion Horde Mini P.E.K.K.A Sparky
Mini P.E.K.K.A Skeleton Army Bats Zap Minion Horde Sparky
Minion Horde Mini P.E.K.K.A Skeleton Army Sparky
Arrows Bats Zap Minion Horde
Mini P.E.K.K.A Skeleton Army Sparky Bats Minion Horde
Mini P.E.K.K.A Minion Horde Skeleton Army Sparky
Zap Minion Horde Bats Mini P.E.K.K.A Skeleton Army Sparky
Minion Horde Skeleton Army Sparky
Bats Minion Horde Mini P.E.K.K.A Sparky
Skeleton Army Zap Arrows
Mini P.E.K.K.A Skeleton Army Minion Horde Sparky
Minion Horde Skeleton Army Sparky
Skeleton Army Sparky Bats Zap Minion Horde Mini P.E.K.K.A
Bats Arrows Zap Minion Horde Mini P.E.K.K.A Sparky

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.)

Arrows Minion Horde Sparky
Arrows Zap
Arrows Minion Horde Sparky
Arrows Sparky
Zap Arrows Minion Horde Sparky
Arrows Bats Zap Minion Horde
Arrows Minion Horde Sparky
Arrows Zap
Arrows Zap
Bats Minion Horde Mini P.E.K.K.A Sparky
Zap Arrows Minion Horde Sparky
Zap Arrows
Sparky
Arrows Minion Horde
Zap Arrows Sparky
Zap Arrows Minion Horde Sparky
Arrows Minion Horde Sparky
Arrows Sparky
Bats Minion Horde Mini P.E.K.K.A Sparky
Zap Arrows Mini P.E.K.K.A Sparky
Zap Arrows
Minion Horde Sparky
Arrows
Sparky
Zap Arrows Minion Horde
Zap Arrows Sparky
Minion Horde
Arrows Zap Sparky
Zap Arrows Sparky
Zap Arrows Sparky
Bats Zap Arrows Minion Horde Sparky
Zap Bats Minion Horde
Minion Horde Mini P.E.K.K.A Sparky
Zap Arrows Minion Horde Sparky
Zap Arrows Minion Horde Sparky
Minion Horde Sparky
Arrows Sparky
Zap Minion Horde Bats Skeleton Army
Zap Arrows
Arrows
Minion Horde Mini P.E.K.K.A Sparky
Arrows Zap
Zap Arrows Sparky
Minion Horde Sparky
Zap Bats Minion Horde Sparky
Bats Zap
Zap Sparky

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