My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Zappies Wizard Ram Rider

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.

Zappies Wizard Prince Ram Rider

Offensive cards

Win conditions

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

Ram Rider

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 Prince Ram Rider

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 Prince Ram Rider

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 Ram Rider

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
Skeleton Army Prince Ram Rider
Giant Snowball
Fire Spirit Zappies Skeleton Army Ram Rider
Zap
Fire Spirit Zappies Skeleton Army Prince Ram Rider
Barbarian Barrel
Fire Spirit Zappies Wizard Skeleton Army
The Log
Fire Spirit Mini P.E.K.K.A Zappies Skeleton Army Prince Ram Rider
Earthquake
Zappies Skeleton Army
Arrows
Fire Spirit Zappies Skeleton Army
Royal Delivery
Fire Spirit Mini P.E.K.K.A Zappies Wizard Skeleton Army Prince Ram Rider
Fireball
Zappies Wizard Skeleton Army Ram Rider
Poison
Zappies Wizard Skeleton Army
Lightning
Mini P.E.K.K.A Wizard Prince Ram Rider
Rocket
Wizard Prince Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard

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

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Skeleton Army Mini P.E.K.K.A Zappies Wizard Prince Ram Rider

Shortest cycle

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

10 Fire Spirit Zap Skeleton Army Mini P.E.K.K.A

Attack Synergies 2 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.

Fire Spirit
Zap Mini P.E.K.K.A Prince Ram Rider
Zap
Prince Ram Rider Fire Spirit Mini P.E.K.K.A Zappies
Mini P.E.K.K.A
Fire Spirit Zap Wizard Ram Rider
Zappies
Zap Prince Ram Rider
Wizard
Mini P.E.K.K.A Prince Ram Rider
Skeleton Army
Prince
Zap Fire Spirit Zappies Wizard Ram Rider
Ram Rider
Zap Fire Spirit Mini P.E.K.K.A Zappies Wizard Prince

Defense Synergies 1 14

Fire Spirit
Zap Mini P.E.K.K.A
Zap
Mini P.E.K.K.A Fire Spirit Zappies Skeleton Army Prince Ram Rider
Mini P.E.K.K.A
Zap Fire Spirit Wizard Skeleton Army Ram Rider
Zappies
Zap Skeleton Army Prince
Wizard
Mini P.E.K.K.A Skeleton Army Prince
Skeleton Army
Zap Mini P.E.K.K.A Zappies Wizard Prince
Prince
Zap Zappies Wizard Skeleton Army
Ram Rider
Zap Mini P.E.K.K.A

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 Zappies Wizard Ram Rider
Mini P.E.K.K.A Skeleton Army Zap Zappies Prince Ram Rider
Mini P.E.K.K.A Skeleton Army Prince Ram Rider Fire Spirit Zappies
Mini P.E.K.K.A Skeleton Army Prince Zappies Ram Rider
Mini P.E.K.K.A Skeleton Army Prince
Skeleton Army Fire Spirit Zap Zappies
Ram Rider Fire Spirit Zap Zappies Wizard
Zap Ram Rider
Mini P.E.K.K.A Zappies Skeleton Army Prince
Skeleton Army Fire Spirit Mini P.E.K.K.A Zappies Prince
Skeleton Army Zap Zappies Wizard Ram Rider
Zap Zappies Wizard Ram Rider
Mini P.E.K.K.A Skeleton Army Prince Fire Spirit Zap Zappies Wizard Ram Rider
Fire Spirit Wizard Skeleton Army Zap Mini P.E.K.K.A Zappies Prince
Mini P.E.K.K.A Skeleton Army Zappies Prince Ram Rider
Skeleton Army Zap Mini P.E.K.K.A Zappies Prince Ram Rider
Wizard Mini P.E.K.K.A Zappies Skeleton Army Prince
Fire Spirit Zap Zappies Wizard Skeleton Army Prince Ram Rider
Zap Wizard Fire Spirit Zappies Ram Rider
Mini P.E.K.K.A Zappies Prince Ram Rider
Wizard Skeleton Army Fire Spirit Mini P.E.K.K.A Zappies Prince

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 Zappies Prince
Zap Mini P.E.K.K.A Wizard Prince
Zappies Skeleton Army Zap Mini P.E.K.K.A Prince Ram Rider
Mini P.E.K.K.A Skeleton Army Prince Zap Zappies Ram Rider
Mini P.E.K.K.A Zappies Skeleton Army Prince Ram Rider
Fire Spirit Wizard Zap Zappies Ram Rider
Mini P.E.K.K.A Skeleton Army Prince Zappies Ram Rider
Mini P.E.K.K.A Zappies Skeleton Army Prince
Zap Mini P.E.K.K.A Zappies Skeleton Army Prince
Zappies Skeleton Army
Mini P.E.K.K.A Zappies Prince
Skeleton Army Zap Prince
Mini P.E.K.K.A Skeleton Army Prince Zappies Wizard Ram Rider
Wizard Zappies Skeleton Army
Zappies Skeleton Army Zap Mini P.E.K.K.A Prince
Zap Mini P.E.K.K.A Zappies 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.)

Zap Ram Rider
Prince
Wizard Fire Spirit Zap
Wizard Fire Spirit Zap Ram Rider
Fire Spirit Wizard
Fire Spirit Zap Wizard Ram Rider
Zap Wizard Ram Rider
Fire Spirit Mini P.E.K.K.A Prince
Zap Wizard Prince Ram Rider
Fire Spirit Zap Wizard
Fire Spirit
Zap Prince
Zap Wizard
Wizard
Mini P.E.K.K.A
Fire Spirit Zap Mini P.E.K.K.A Wizard Prince
Fire Spirit Zap Wizard
Prince
Wizard
Prince
Zap
Zap Fire Spirit Wizard
Zap Wizard Ram Rider
Zap Wizard Prince Ram Rider
Zap
Fire Spirit Zap Wizard
Zap Zappies Wizard
Mini P.E.K.K.A
Zap Wizard
Zap Zappies
Prince
Wizard
Zap Fire Spirit Zappies Skeleton Army Prince
Fire Spirit Zap Zappies Wizard Ram Rider
Mini P.E.K.K.A Wizard Prince
Zap Wizard
Zap
Prince
Zap Zappies
Zap Zappies
Zap Prince

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