My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Ram Rider

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Flying Machine Ice 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.

Skeletons Bats Flying Machine P.E.K.K.A Ice Wizard 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.

Fireball

Punishments

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

Ram Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Flying Machine P.E.K.K.A 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.

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
Skeletons Bats Ram Rider
Giant Snowball
Skeletons Bats Flying Machine Ram Rider
Zap
Skeletons Bats Flying Machine Ram Rider
Barbarian Barrel
Skeletons Ice Wizard
The Log
Skeletons Ram Rider
Earthquake
Skeletons
Arrows
Skeletons Bats Flying Machine
Royal Delivery
Skeletons Bats Flying Machine P.E.K.K.A Ice Wizard Ram Rider
Fireball
Flying Machine Ice Wizard Ram Rider
Poison
Bats Flying Machine Ice Wizard
Lightning
Ice Wizard Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Ice 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.

Bats P.E.K.K.A Ice Wizard

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.

Fireball

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.

Fireball Ice 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.

Mirror Skeletons Bats Ice Wizard Fireball Flying Machine Ram Rider P.E.K.K.A

Shortest cycle

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

6 Mirror Skeletons Bats Ice Wizard

Attack Synergies 1 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.

Skeletons
Bats
Flying Machine P.E.K.K.A Ram Rider
Fireball
Mirror Ram Rider
Flying Machine
Bats Mirror P.E.K.K.A Ram Rider
Mirror
Fireball Flying Machine Ram Rider
P.E.K.K.A
Bats Flying Machine Ice Wizard Ram Rider
Ice Wizard
P.E.K.K.A Ram Rider
Ram Rider
Bats Fireball Flying Machine Mirror P.E.K.K.A Ice Wizard

Defense Synergies 1 14

Skeletons
Bats Flying Machine P.E.K.K.A Ice Wizard Ram Rider
Bats
Skeletons P.E.K.K.A Ice Wizard
Fireball
Mirror Ice Wizard Ram Rider
Flying Machine
Skeletons Mirror P.E.K.K.A Ice Wizard
Mirror
Fireball Flying Machine Ice Wizard
P.E.K.K.A
Skeletons Bats Flying Machine Ice Wizard
Ice Wizard
Skeletons Bats Fireball Flying Machine Mirror P.E.K.K.A
Ram Rider
Skeletons Fireball

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.

Fireball Flying Machine Ram Rider
P.E.K.K.A Skeletons Bats Flying Machine Ice Wizard Ram Rider
P.E.K.K.A Ram Rider Skeletons Bats Ice Wizard
P.E.K.K.A Skeletons Bats Ice Wizard Ram Rider
Fireball P.E.K.K.A
Fireball Skeletons Bats Flying Machine Ice Wizard
Bats Ram Rider Fireball Flying Machine Ice Wizard
Fireball Flying Machine P.E.K.K.A Ram Rider
P.E.K.K.A Skeletons Ice Wizard
Skeletons Ice Wizard
Bats Ice Wizard Skeletons Fireball Flying Machine Ram Rider
Bats Fireball Flying Machine Ice Wizard Ram Rider
P.E.K.K.A Skeletons Bats Fireball Flying Machine Ice Wizard Ram Rider
Fireball Bats P.E.K.K.A
P.E.K.K.A Ram Rider
Fireball P.E.K.K.A Ram Rider
Skeletons Bats Fireball P.E.K.K.A
Fireball Bats Flying Machine Ice Wizard Ram Rider
Bats Fireball Flying Machine Ice Wizard Ram Rider
P.E.K.K.A Ram Rider
Bats Fireball Flying Machine P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Fireball P.E.K.K.A
Fireball Flying Machine
P.E.K.K.A Skeletons Bats Ram Rider
P.E.K.K.A Bats Fireball Ram Rider
P.E.K.K.A Skeletons Ram Rider
Fireball Skeletons Bats Flying Machine Ice Wizard Ram Rider
P.E.K.K.A Skeletons Bats Fireball Flying Machine Ice Wizard Ram Rider
P.E.K.K.A
P.E.K.K.A Skeletons Bats Fireball Flying Machine
P.E.K.K.A Skeletons
P.E.K.K.A Bats Flying Machine
P.E.K.K.A Fireball
P.E.K.K.A Skeletons Fireball Ram Rider
Fireball Flying Machine
Skeletons Bats Fireball Flying Machine P.E.K.K.A
Bats Fireball Flying Machine P.E.K.K.A Ice 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.)

Fireball Flying Machine
Fireball Flying Machine Ice Wizard Ram Rider
Fireball Flying Machine
Fireball Flying Machine
Fireball
Fireball Bats Flying Machine Ice Wizard Ram Rider
Flying Machine
Fireball Flying Machine Ice Wizard Ram Rider
Fireball Flying Machine Ram Rider
Bats Fireball
Fireball Flying Machine Ram Rider
Fireball Flying Machine
Flying Machine Fireball
Fireball Flying Machine
Fireball Flying Machine
Fireball Flying Machine
Fireball Flying Machine
Fireball
Bats
Fireball Flying Machine
Fireball Flying Machine
Fireball
Fireball
Fireball Flying Machine
Fireball Ice Wizard
Fireball Flying Machine Ice Wizard Ram Rider
Fireball Flying Machine Ram Rider
Fireball
Bats Fireball Flying Machine Ice Wizard
Bats Fireball Flying Machine
Fireball
Fireball
Fireball
P.E.K.K.A
Fireball
Bats Fireball Flying Machine
Fireball Flying Machine Ice Wizard Ram Rider
Fireball
Fireball Flying Machine
Fireball Flying Machine
Fireball
Flying Machine P.E.K.K.A
Bats Fireball Flying Machine
Bats Fireball Flying Machine
Fireball Flying Machine

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