My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Rascals Royal Ghost

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 Goblin Gang Minion Horde Three Musketeers

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 Three Musketeers 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 Three Musketeers

Damage spells

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

Fireball The Log

Punishments

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

Goblin Gang Battle Ram

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.

Goblin Gang Minion Horde Battle Ram 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 Goblin Gang Minion Horde Battle Ram Three Musketeers
Giant Snowball
Bats Goblin Gang Minion Horde Battle Ram Three Musketeers
Zap
Bats Goblin Gang Minion Horde Battle Ram Three Musketeers
Barbarian Barrel
Goblin Gang Battle Ram Three Musketeers
The Log
Goblin Gang Battle Ram Three Musketeers
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang Minion Horde
Royal Delivery
Bats Goblin Gang Minion Horde Battle Ram Three Musketeers P.E.K.K.A
Fireball
Goblin Gang Minion Horde Battle Ram Three Musketeers
Poison
Bats Goblin Gang Minion Horde Three Musketeers
Lightning
Battle Ram Three Musketeers
Rocket
Minion Horde Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log

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 Battle Ram P.E.K.K.A

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.

Goblin Gang Minion Horde Fireball Three Musketeers

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 The Log Goblin Gang Fireball Battle Ram Minion Horde P.E.K.K.A Three Musketeers

Shortest cycle

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

11 Bats The Log Goblin Gang Fireball

Attack Synergies 1 12

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
Battle Ram P.E.K.K.A
Goblin Gang
Battle Ram Three Musketeers P.E.K.K.A
Minion Horde
Battle Ram
Fireball
Battle Ram The Log
Battle Ram
The Log Bats Goblin Gang Minion Horde Fireball Three Musketeers P.E.K.K.A
Three Musketeers
Goblin Gang Battle Ram The Log
P.E.K.K.A
Bats Goblin Gang Battle Ram The Log
The Log
Battle Ram Fireball Three Musketeers P.E.K.K.A

Defense Synergies 2 6

Bats
P.E.K.K.A The Log
Goblin Gang
P.E.K.K.A The Log
Minion Horde
The Log
Fireball
The Log
Battle Ram
Three Musketeers
The Log
P.E.K.K.A
The Log Bats Goblin Gang
The Log
Fireball P.E.K.K.A Bats Goblin Gang Minion Horde Three Musketeers

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.

Minion Horde Fireball The Log
Minion Horde P.E.K.K.A Bats Goblin Gang Three Musketeers The Log
Goblin Gang Minion Horde Three Musketeers P.E.K.K.A Bats
Minion Horde Three Musketeers P.E.K.K.A Bats Goblin Gang
Fireball P.E.K.K.A The Log
Goblin Gang Fireball The Log Bats
Bats Minion Horde Three Musketeers Goblin Gang Fireball
Fireball P.E.K.K.A The Log
Minion Horde Three Musketeers P.E.K.K.A Goblin Gang
Goblin Gang Minion Horde
Bats Goblin Gang Minion Horde Fireball The Log
Minion Horde Three Musketeers Bats Goblin Gang Fireball
Minion Horde P.E.K.K.A Bats Goblin Gang Fireball Three Musketeers The Log
Fireball Three Musketeers Bats Goblin Gang Minion Horde P.E.K.K.A The Log
P.E.K.K.A Goblin Gang Minion Horde Three Musketeers
Minion Horde Goblin Gang Fireball Three Musketeers P.E.K.K.A The Log
Minion Horde Three Musketeers Bats Goblin Gang Fireball P.E.K.K.A
Fireball Bats Goblin Gang Minion Horde Three Musketeers The Log
The Log Bats Fireball
P.E.K.K.A Three Musketeers
Goblin Gang Bats Minion Horde Fireball P.E.K.K.A The Log

Counters to secondary win conditions

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

Goblin Gang Fireball P.E.K.K.A
Fireball Goblin Gang The Log
Goblin Gang P.E.K.K.A Bats Minion Horde The Log
Goblin Gang P.E.K.K.A Bats Minion Horde Fireball The Log
P.E.K.K.A Goblin Gang Minion Horde Three Musketeers
Fireball Bats Goblin Gang Minion Horde Three Musketeers
Goblin Gang P.E.K.K.A Bats Minion Horde Fireball
P.E.K.K.A Minion Horde
Minion Horde P.E.K.K.A Bats Fireball The Log
P.E.K.K.A Goblin Gang Minion Horde Three Musketeers
P.E.K.K.A Bats Minion Horde
P.E.K.K.A Fireball The Log
P.E.K.K.A Goblin Gang Minion Horde Fireball Three Musketeers
Minion Horde Fireball Three Musketeers
Goblin Gang Bats Minion Horde Fireball Three Musketeers P.E.K.K.A The Log
Bats Minion Horde Fireball P.E.K.K.A The Log

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 Minion Horde The Log
Fireball The Log
Minion Horde Fireball The Log
Fireball The Log
Fireball Minion Horde The Log
Fireball Bats Minion Horde
Minion Horde The Log
Fireball The Log
Fireball The Log
Bats Goblin Gang Minion Horde Fireball Three Musketeers
Minion Horde Fireball The Log
Fireball
Fireball Three Musketeers The Log
Minion Horde Fireball
Fireball The Log
Minion Horde Fireball Three Musketeers The Log
Minion Horde Fireball Three Musketeers The Log
Fireball Three Musketeers
Bats Minion Horde
Fireball Three Musketeers The Log
Fireball The Log
Minion Horde Fireball The Log
Fireball
The Log
Minion Horde Fireball The Log
The Log Fireball
Minion Horde
Fireball The Log
Fireball The Log
Fireball The Log
Bats Minion Horde Fireball
Bats Minion Horde Fireball
Minion Horde Fireball
Minion Horde Fireball The Log
Minion Horde Fireball
P.E.K.K.A Minion Horde
Fireball The Log
Minion Horde Bats Goblin Gang Fireball
Fireball Three Musketeers
The Log Fireball
Fireball Goblin Gang Minion Horde Three Musketeers
The Log Fireball
Fireball
Minion Horde Three Musketeers P.E.K.K.A
Bats Goblin Gang Minion Horde Fireball The Log
Bats Fireball
Fireball The Log

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