My Best Clash Royale Deck

Deck Check Rating

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

Why?

Missing cards in your collection

Rascals

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Wizard

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 Knight Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Miner

Damage spells

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

Zap Rocket

Punishments

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

Goblin Gang Miner

Pump responses

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

Rocket Miner

Dropped at the bridge

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

Knight Goblin Gang 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.

Miner

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 Goblin Gang Miner
Giant Snowball
Bats Goblin Gang Miner
Zap
Bats Goblin Gang
Barbarian Barrel
Knight Goblin Gang Wizard
The Log
Goblin Gang
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang
Royal Delivery
Bats Knight Goblin Gang Wizard P.E.K.K.A Miner
Fireball
Goblin Gang Wizard
Poison
Bats Goblin Gang Wizard
Lightning
Knight Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Rocket

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 Knight Rocket P.E.K.K.A Miner

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.

Goblin Gang 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Knight Goblin Gang Miner Wizard Rocket P.E.K.K.A

Shortest cycle

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

10 Bats Zap Knight Goblin Gang

Attack Synergies 6 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
Knight Miner Zap P.E.K.K.A
Zap
P.E.K.K.A Miner Bats Knight
Knight
Bats Goblin Gang Zap Wizard Miner
Goblin Gang
Knight Miner P.E.K.K.A
Wizard
Knight P.E.K.K.A Miner
Rocket
Miner
P.E.K.K.A
Zap Bats Goblin Gang Wizard
Miner
Bats Zap Goblin Gang Knight Wizard Rocket

Defense Synergies 2 10

Bats
Knight Zap P.E.K.K.A
Zap
Bats Knight Goblin Gang P.E.K.K.A Miner
Knight
Bats Goblin Gang Zap Wizard
Goblin Gang
Knight Zap P.E.K.K.A Miner
Wizard
Knight P.E.K.K.A
Rocket
P.E.K.K.A
Bats Zap Goblin Gang Wizard
Miner
Zap Goblin Gang

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.

Rocket Zap Knight Wizard
P.E.K.K.A Bats Zap Knight Goblin Gang
Goblin Gang Rocket P.E.K.K.A Bats Knight
P.E.K.K.A Bats Knight Goblin Gang
Rocket P.E.K.K.A
Goblin Gang Bats Zap
Bats Rocket Zap Goblin Gang Wizard
Rocket Zap P.E.K.K.A
P.E.K.K.A Goblin Gang
Knight Goblin Gang Miner
Bats Goblin Gang Zap Knight Wizard
Bats Zap Goblin Gang Wizard
P.E.K.K.A Bats Zap Knight Goblin Gang Wizard Rocket
Wizard Rocket Bats Zap Goblin Gang P.E.K.K.A
P.E.K.K.A Knight Goblin Gang
Rocket Zap Goblin Gang P.E.K.K.A
Wizard Bats Knight Goblin Gang P.E.K.K.A
Bats Zap Knight Goblin Gang Wizard
Zap Wizard Bats Knight
P.E.K.K.A
Goblin Gang Wizard Bats Knight P.E.K.K.A

Counters to secondary win conditions

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

Knight Goblin Gang Zap P.E.K.K.A
Zap Knight Goblin Gang Wizard Rocket Miner
Goblin Gang P.E.K.K.A Bats Zap Knight Rocket
Goblin Gang Rocket P.E.K.K.A Bats Zap Knight
P.E.K.K.A Knight Goblin Gang
Wizard Rocket Bats Zap Goblin Gang
Goblin Gang Rocket P.E.K.K.A Bats Knight
P.E.K.K.A Knight
Zap Rocket P.E.K.K.A Bats Knight
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats Knight
Rocket P.E.K.K.A Zap
Rocket P.E.K.K.A Knight Goblin Gang Wizard
Wizard
Goblin Gang Bats Zap Knight Rocket P.E.K.K.A
Bats Zap Wizard 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.)

Knight Rocket
Zap Miner
Rocket Miner
Knight Rocket
Wizard Rocket Zap
Wizard Bats Zap Rocket
Wizard
Zap Wizard
Miner Zap Wizard
Rocket Bats Goblin Gang
Rocket Miner Zap Knight Wizard
Zap Wizard Rocket
Rocket Knight Miner
Rocket
Zap
Rocket Zap Wizard
Wizard Rocket
Rocket
Bats Rocket
Rocket Zap Wizard
Rocket Zap Wizard Miner
Rocket
Rocket Wizard
Rocket
Rocket Zap
Zap Wizard
Miner Zap Wizard
Zap Wizard Miner
Rocket Miner Zap
Bats Zap Wizard
Zap Rocket Bats Wizard
Zap Wizard Rocket Miner
Zap Rocket
P.E.K.K.A
Rocket Wizard
Zap Bats Goblin Gang Rocket
Rocket Zap Wizard
Miner Knight Goblin Gang Wizard Rocket
Zap Wizard
Rocket Zap
P.E.K.K.A
Zap Bats Goblin Gang Rocket
Bats Zap Rocket
Zap Rocket Miner

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