My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
Mediocre

1 problems 2 warnings Why?

Missing cards in your collection

Giant Snowball Royal Hogs Bandit Electro Wizard Magic Archer Night Witch

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Minions Princess Electro 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 P.E.K.K.A Princess Royal Ghost Electro Wizard

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Arrows

Punishments

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

Princess Royal Ghost

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.

P.E.K.K.A Princess Royal Ghost

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.

Royal Ghost Electro Wizard

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 Minions
Giant Snowball
Bats Minions Princess
Zap
Bats Minions Princess
Barbarian Barrel
Princess Royal Ghost Electro Wizard
The Log
Princess
Earthquake
Arrows
Bats Minions Princess
Royal Delivery
Bats Minions P.E.K.K.A Princess Royal Ghost Electro Wizard
Fireball
Minions Princess Electro Wizard
Poison
Bats Minions Princess Electro Wizard
Lightning
Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Princess

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Princess Royal Ghost

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 P.E.K.K.A Princess Royal Ghost

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.

Princess

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.

Minions Electro 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.

Bats Zap Arrows Minions Princess Royal Ghost Electro Wizard P.E.K.K.A

Shortest cycle

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

10 Bats Zap Arrows Minions

Attack Synergies 5 10

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
Zap Minions P.E.K.K.A
Zap
Arrows P.E.K.K.A Electro Wizard Bats Minions Princess Royal Ghost
Arrows
Zap P.E.K.K.A
Minions
Bats Zap P.E.K.K.A
P.E.K.K.A
Zap Arrows Electro Wizard Bats Minions Princess
Princess
Zap P.E.K.K.A Royal Ghost
Royal Ghost
Zap Princess Electro Wizard
Electro Wizard
Zap P.E.K.K.A Royal Ghost

Defense Synergies 1 16

Bats
Zap Minions P.E.K.K.A Electro Wizard
Zap
Electro Wizard Bats Arrows Minions P.E.K.K.A Princess Royal Ghost
Arrows
Zap P.E.K.K.A
Minions
Bats Zap P.E.K.K.A Electro Wizard
P.E.K.K.A
Bats Zap Arrows Minions Princess Electro Wizard
Princess
Zap P.E.K.K.A Royal Ghost
Royal Ghost
Zap Princess Electro Wizard
Electro Wizard
Zap Bats Minions P.E.K.K.A Royal Ghost

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 Minions Electro Wizard
P.E.K.K.A Bats Zap Minions Electro Wizard
P.E.K.K.A Bats Minions Electro Wizard
P.E.K.K.A Bats Minions Electro Wizard
Arrows P.E.K.K.A Princess
Arrows Bats Zap Minions Royal Ghost Electro Wizard
Bats Minions Electro Wizard Zap Arrows Princess
Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Minions Princess
Royal Ghost Electro Wizard
Bats Minions Electro Wizard Zap Arrows Princess Royal Ghost
Arrows Minions Bats Zap Princess Electro Wizard
P.E.K.K.A Bats Zap Minions Electro Wizard
Bats Zap Arrows Minions P.E.K.K.A Princess Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A Electro Wizard
Bats Arrows Minions P.E.K.K.A Electro Wizard
Arrows Bats Zap Minions Royal Ghost Electro Wizard
Zap Arrows Bats Minions Princess Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
Royal Ghost Bats Arrows Minions P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Zap P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Zap Arrows Royal Ghost
P.E.K.K.A Bats Zap Minions Electro Wizard
P.E.K.K.A Bats Zap Electro Wizard
P.E.K.K.A
Arrows Bats Zap Minions Princess Electro Wizard
P.E.K.K.A Bats Minions Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bats Minions
P.E.K.K.A
P.E.K.K.A Bats Minions
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A
Princess
Electro Wizard Bats Zap Minions P.E.K.K.A
Bats Arrows Minions Zap P.E.K.K.A Princess Royal Ghost Electro 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.)

Princess Arrows Royal Ghost
Arrows Zap Princess Royal Ghost Electro Wizard
Arrows
Arrows
Zap Arrows
Arrows Bats Zap Minions Princess
Arrows Princess
Arrows Zap Princess
Arrows Zap
Bats Minions Electro Wizard
Zap Arrows Princess Electro Wizard
Zap Arrows Princess
Princess
Arrows Minions Princess
Princess Zap Arrows
Zap Arrows Princess
Arrows Princess
Arrows
Bats Minions
Zap Arrows Princess Electro Wizard
Zap Arrows Princess
Minions
Arrows Princess
Zap Arrows
Zap Arrows Princess
Arrows Zap Princess Royal Ghost Electro Wizard
Zap Arrows Princess
Zap Arrows
Bats Zap Arrows Princess Electro Wizard
Zap Electro Wizard Bats Minions
Zap Arrows
Zap Arrows Princess Electro Wizard
P.E.K.K.A
Arrows Princess
Zap Electro Wizard Bats Minions Princess
Zap Arrows Princess Electro Wizard
Arrows
Princess Electro Wizard
Arrows Zap Princess
Zap Arrows
P.E.K.K.A
Zap Bats Minions Princess Electro Wizard
Bats Zap Princess Electro Wizard
Zap Princess Royal Ghost Electro Wizard

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