My Best Clash Royale Deck

Deck Check Rating

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

1 warnings 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.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Musketeer Ice 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 Musketeer Ice Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows Fireball

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 Hog 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.

Barbarians Mini P.E.K.K.A Hog 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 Hog 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
Bats Hog Rider
Giant Snowball
Bats Barbarians Musketeer Hog Rider
Zap
Bats
Barbarian Barrel
Barbarians Musketeer Ice Wizard
The Log
Barbarians Mini P.E.K.K.A Musketeer Hog Rider
Earthquake
Barbarians Hog Rider
Arrows
Bats
Royal Delivery
Bats Barbarians Mini P.E.K.K.A Musketeer Hog Rider Ice Wizard
Fireball
Barbarians Musketeer Hog Rider Ice Wizard
Poison
Bats Barbarians Musketeer Ice Wizard
Lightning
Mini P.E.K.K.A Musketeer Ice Wizard
Rocket
Barbarians Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Arrows Mini 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.

Barbarians Fireball Musketeer 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Ice Wizard Fireball Mini P.E.K.K.A Musketeer Hog Rider Barbarians

Shortest cycle

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

12 Bats Arrows Ice Wizard Fireball

Attack Synergies 5 6

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
Hog Rider Mini P.E.K.K.A
Arrows
Fireball Hog Rider Mini P.E.K.K.A
Barbarians
Hog Rider
Fireball
Arrows Hog Rider
Mini P.E.K.K.A
Bats Arrows Musketeer Hog Rider Ice Wizard
Musketeer
Hog Rider Mini P.E.K.K.A
Hog Rider
Bats Arrows Fireball Musketeer Barbarians Mini P.E.K.K.A
Ice Wizard
Mini P.E.K.K.A

Defense Synergies 0 12

Bats
Mini P.E.K.K.A Musketeer Ice Wizard
Arrows
Barbarians Fireball Mini P.E.K.K.A Ice Wizard
Barbarians
Arrows
Fireball
Arrows Mini P.E.K.K.A Musketeer Ice Wizard
Mini P.E.K.K.A
Bats Arrows Fireball Musketeer Ice Wizard
Musketeer
Bats Fireball Mini P.E.K.K.A
Hog Rider
Ice Wizard
Bats Arrows Fireball 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.

Fireball Musketeer
Barbarians Mini P.E.K.K.A Bats Musketeer Ice Wizard
Barbarians Mini P.E.K.K.A Bats Musketeer Ice Wizard
Barbarians Mini P.E.K.K.A Bats Musketeer Ice Wizard
Arrows Barbarians Fireball Mini P.E.K.K.A
Arrows Fireball Bats Musketeer Ice Wizard
Bats Musketeer Arrows Fireball Ice Wizard
Arrows Barbarians Fireball Musketeer
Barbarians Mini P.E.K.K.A Musketeer Ice Wizard
Barbarians Mini P.E.K.K.A Musketeer Ice Wizard
Bats Barbarians Ice Wizard Arrows Fireball Musketeer
Arrows Musketeer Bats Fireball Ice Wizard
Barbarians Mini P.E.K.K.A Bats Fireball Musketeer Ice Wizard
Fireball Bats Arrows Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A
Barbarians Fireball Mini P.E.K.K.A
Barbarians Bats Arrows Fireball Mini P.E.K.K.A Musketeer
Arrows Fireball Bats Barbarians Musketeer Ice Wizard
Arrows Bats Barbarians Fireball Musketeer Ice Wizard
Barbarians Mini P.E.K.K.A Musketeer
Bats Arrows Barbarians Fireball Mini P.E.K.K.A Musketeer

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Fireball
Fireball Arrows Mini P.E.K.K.A Musketeer
Barbarians Bats Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Bats Barbarians Fireball Musketeer
Barbarians Mini P.E.K.K.A Musketeer
Arrows Fireball Bats Musketeer Ice Wizard
Mini P.E.K.K.A Bats Barbarians Fireball Musketeer Ice Wizard
Mini P.E.K.K.A Barbarians
Bats Barbarians Fireball Mini P.E.K.K.A
Barbarians Musketeer
Bats Barbarians Mini P.E.K.K.A Musketeer
Arrows Barbarians Fireball
Barbarians Mini P.E.K.K.A Fireball
Barbarians Fireball Musketeer
Barbarians Bats Fireball Mini P.E.K.K.A Musketeer
Bats Arrows Barbarians Fireball Mini P.E.K.K.A Musketeer 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 Arrows Musketeer
Arrows Fireball Musketeer Ice Wizard
Arrows Fireball
Arrows Barbarians Fireball Musketeer
Fireball Arrows
Arrows Fireball Bats Musketeer Ice Wizard
Arrows Musketeer
Arrows Fireball Ice Wizard
Arrows Fireball
Bats Fireball Mini P.E.K.K.A Musketeer
Arrows Fireball Musketeer
Fireball Arrows Musketeer
Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Bats Mini P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A Musketeer
Arrows Fireball
Fireball Musketeer
Arrows Fireball
Musketeer
Arrows Barbarians Fireball Musketeer
Arrows Fireball Ice Wizard
Arrows Fireball Musketeer Ice Wizard
Fireball Arrows Musketeer
Fireball Arrows Musketeer
Bats Arrows Fireball Musketeer Ice Wizard
Bats Fireball Musketeer
Fireball Mini P.E.K.K.A
Arrows Fireball Musketeer
Arrows Fireball
Arrows Fireball
Bats Barbarians Fireball Musketeer
Fireball Arrows Musketeer Ice Wizard
Arrows Fireball
Fireball Mini P.E.K.K.A Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Musketeer
Bats Fireball Musketeer
Bats Fireball Musketeer
Fireball Musketeer

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