My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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.

Fire Spirit Bats Executioner

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.

Bomber Bats Balloon Executioner

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

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 Balloon

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.

Fire Spirit Mini P.E.K.K.A Balloon

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 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
Bomber Bats Skeleton Army Balloon
Giant Snowball
Fire Spirit Bomber Bats Skeleton Army Balloon
Zap
Fire Spirit Bomber Bats Skeleton Army Balloon
Barbarian Barrel
Fire Spirit Bomber Skeleton Army Executioner
The Log
Fire Spirit Bomber Mini P.E.K.K.A Skeleton Army
Earthquake
Bomber Skeleton Army
Arrows
Fire Spirit Bomber Bats Skeleton Army
Royal Delivery
Fire Spirit Bomber Bats Mini P.E.K.K.A Skeleton Army Balloon Executioner
Fireball
Bomber Skeleton Army Balloon Executioner
Poison
Bomber Bats Skeleton Army Balloon Executioner
Lightning
Mini P.E.K.K.A Balloon Executioner
Rocket
Balloon Executioner

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Zap Executioner

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.

Fire Spirit Bats Mini P.E.K.K.A Skeleton Army Executioner

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.

Fire Spirit

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.

Fire Spirit Bomber Bats Zap Skeleton Army Mini P.E.K.K.A Balloon Executioner

Shortest cycle

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

7 Fire Spirit Bomber Bats Zap

Attack Synergies 2 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.

Fire Spirit
Zap Mini P.E.K.K.A Balloon
Bomber
Bats Zap Mini P.E.K.K.A
Bats
Balloon Bomber Zap Mini P.E.K.K.A
Zap
Balloon Fire Spirit Bomber Bats Mini P.E.K.K.A Executioner
Mini P.E.K.K.A
Fire Spirit Bomber Bats Zap
Skeleton Army
Balloon
Bats Zap Fire Spirit Executioner
Executioner
Zap Balloon

Defense Synergies 1 12

Fire Spirit
Zap Mini P.E.K.K.A
Bomber
Bats Zap Mini P.E.K.K.A
Bats
Bomber Zap Mini P.E.K.K.A
Zap
Mini P.E.K.K.A Fire Spirit Bomber Bats Skeleton Army Executioner
Mini P.E.K.K.A
Zap Fire Spirit Bomber Bats Skeleton Army Executioner
Skeleton Army
Zap Mini P.E.K.K.A Executioner
Balloon
Executioner
Zap Mini P.E.K.K.A 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.

Bomber Zap Executioner
Mini P.E.K.K.A Skeleton Army Bomber Bats Zap Executioner
Mini P.E.K.K.A Skeleton Army Fire Spirit Bomber Bats Executioner
Mini P.E.K.K.A Skeleton Army Bomber Bats
Bomber Mini P.E.K.K.A Skeleton Army
Skeleton Army Fire Spirit Bomber Bats Zap Executioner
Bats Fire Spirit Zap Executioner
Zap
Mini P.E.K.K.A Skeleton Army
Skeleton Army Fire Spirit Bomber Mini P.E.K.K.A
Bats Skeleton Army Executioner Bomber Zap
Executioner Bats Zap
Mini P.E.K.K.A Skeleton Army Fire Spirit Bomber Bats Zap
Fire Spirit Bomber Skeleton Army Executioner Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army
Skeleton Army Zap Mini P.E.K.K.A
Bomber Bats Mini P.E.K.K.A Skeleton Army Executioner
Fire Spirit Bomber Bats Zap Skeleton Army Executioner
Zap Executioner Fire Spirit Bomber Bats
Mini P.E.K.K.A
Bomber Skeleton Army Fire Spirit Bats Mini P.E.K.K.A Executioner

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
Bomber Zap Mini P.E.K.K.A Executioner
Skeleton Army Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Bats Zap
Mini P.E.K.K.A Skeleton Army Executioner
Fire Spirit Executioner Bats Zap
Mini P.E.K.K.A Skeleton Army Bats
Mini P.E.K.K.A Skeleton Army
Zap Bats Mini P.E.K.K.A Skeleton Army
Skeleton Army
Bats Mini P.E.K.K.A
Skeleton Army Zap
Mini P.E.K.K.A Skeleton Army Executioner
Bomber Skeleton Army Executioner
Skeleton Army Bomber Bats Zap Mini P.E.K.K.A Executioner
Bats Executioner Bomber Zap Mini 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.)

Zap Executioner
Bomber Executioner Fire Spirit Zap
Executioner Fire Spirit Bats Zap
Fire Spirit Bomber Executioner
Fire Spirit Zap Executioner
Zap
Fire Spirit Bats Mini P.E.K.K.A
Zap
Fire Spirit Zap Executioner
Fire Spirit Executioner
Zap
Bomber Zap Executioner
Executioner
Bomber Bats Mini P.E.K.K.A
Fire Spirit Bomber Zap Mini P.E.K.K.A Executioner
Fire Spirit Bomber Zap
Zap
Zap Fire Spirit Bomber Executioner
Zap Executioner
Zap
Zap
Fire Spirit Bats Zap Executioner
Zap Bats
Mini P.E.K.K.A
Bomber Zap
Zap
Zap Fire Spirit Bats Skeleton Army
Fire Spirit Zap Executioner
Mini P.E.K.K.A Executioner
Bomber Zap Executioner
Zap
Executioner
Zap Bats
Bats Zap Executioner
Zap Executioner

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