My Best Clash Royale Deck

Deck Check Rating

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

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 Witch

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 Witch P.E.K.K.A

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 Rage

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 Battle Ram

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.

Mini P.E.K.K.A Battle Ram 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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 Mini P.E.K.K.A Battle Ram Rage 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.

Witch

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.

Mirror Bats Zap Rage Mini P.E.K.K.A Battle Ram Witch P.E.K.K.A

Shortest cycle

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

6 Mirror Bats Zap Rage

Attack Synergies 4 13

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 Mini P.E.K.K.A Battle Ram Rage P.E.K.K.A
Zap
Battle Ram Mirror P.E.K.K.A Bats Mini P.E.K.K.A Witch
Mini P.E.K.K.A
Bats Zap Mirror Rage
Battle Ram
Zap Bats Mirror Witch P.E.K.K.A
Mirror
Zap Mini P.E.K.K.A Battle Ram
Rage
Witch Bats Mini P.E.K.K.A
Witch
Rage Zap Battle Ram P.E.K.K.A
P.E.K.K.A
Zap Bats Battle Ram Witch

Defense Synergies 2 7

Bats
Zap Mini P.E.K.K.A P.E.K.K.A
Zap
Mini P.E.K.K.A Mirror Bats Witch P.E.K.K.A
Mini P.E.K.K.A
Zap Bats Mirror Witch
Battle Ram
Mirror
Zap Mini P.E.K.K.A
Rage
Witch
Zap Mini P.E.K.K.A
P.E.K.K.A
Bats Zap

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
Mini P.E.K.K.A P.E.K.K.A Bats Zap Witch
Mini P.E.K.K.A Witch P.E.K.K.A Bats
Mini P.E.K.K.A Witch P.E.K.K.A Bats
Mini P.E.K.K.A P.E.K.K.A
Bats Zap
Bats Zap Witch
Zap P.E.K.K.A
Mini P.E.K.K.A Witch P.E.K.K.A
Mini P.E.K.K.A
Bats Witch Zap
Bats Zap Witch
Mini P.E.K.K.A P.E.K.K.A Bats Zap Witch
Bats Zap Mini P.E.K.K.A Witch P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Zap Mini P.E.K.K.A P.E.K.K.A
Bats Mini P.E.K.K.A Witch P.E.K.K.A
Bats Zap Witch
Zap Witch Bats
Mini P.E.K.K.A P.E.K.K.A
Bats Mini P.E.K.K.A Witch P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap Witch P.E.K.K.A
Zap Mini P.E.K.K.A
P.E.K.K.A Bats Zap Mini P.E.K.K.A Witch
Mini P.E.K.K.A P.E.K.K.A Bats Zap
P.E.K.K.A Mini P.E.K.K.A Witch
Bats Zap Witch
Mini P.E.K.K.A P.E.K.K.A Bats Witch
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Bats Mini P.E.K.K.A Witch
Witch P.E.K.K.A
P.E.K.K.A Bats Mini P.E.K.K.A Witch
P.E.K.K.A Zap
Mini P.E.K.K.A P.E.K.K.A Witch
Witch
Witch Bats Zap Mini P.E.K.K.A P.E.K.K.A
Bats Zap Mini P.E.K.K.A Witch 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
Zap
Bats Zap Witch
Witch
Zap
Zap
Bats Mini P.E.K.K.A
Zap
Zap
Zap
Zap Witch
Bats Mini P.E.K.K.A
Zap Mini P.E.K.K.A
Zap Witch
Zap
Zap Witch
Witch
Zap Witch
Zap Witch
Zap
Bats Zap Witch
Zap Bats Witch
Mini P.E.K.K.A
Zap
Zap
P.E.K.K.A
Zap Bats Witch
Zap Witch
Mini P.E.K.K.A
Zap
Zap
P.E.K.K.A
Zap Bats Witch
Bats Zap Witch
Zap Witch

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