My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Wall Breakers Ram Rider

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Musketeer Witch

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 Dark Prince Witch P.E.K.K.A

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Zap

Punishments

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

Royal Hogs Dark Prince

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.

Royal Hogs Dark Prince 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.

Royal Hogs Dark Prince

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 Royal Hogs Skeleton Army Dark Prince
Giant Snowball
Bats Musketeer Royal Hogs Skeleton Army Witch
Zap
Bats Royal Hogs Skeleton Army Dark Prince Witch
Barbarian Barrel
Musketeer Royal Hogs Skeleton Army Dark Prince Witch
The Log
Musketeer Royal Hogs Skeleton Army Dark Prince Witch
Earthquake
Royal Hogs Skeleton Army Witch
Arrows
Bats Royal Hogs Skeleton Army Witch
Royal Delivery
Bats Musketeer Royal Hogs Skeleton Army Dark Prince Witch P.E.K.K.A
Fireball
Musketeer Royal Hogs Skeleton Army Witch
Poison
Bats Musketeer Royal Hogs Skeleton Army Witch
Lightning
Musketeer Dark Prince Witch
Rocket
Musketeer Royal Hogs Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince

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 Skeleton Army Dark Prince 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.

Skeleton Army

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.

Musketeer Witch

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 Skeleton Army Musketeer Dark Prince Royal Hogs Witch P.E.K.K.A

Shortest cycle

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

11 Bats Zap Skeleton Army Musketeer

Attack Synergies 1 14

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 Royal Hogs Dark Prince P.E.K.K.A
Zap
P.E.K.K.A Bats Musketeer Royal Hogs Dark Prince Witch
Musketeer
Zap Royal Hogs Dark Prince P.E.K.K.A
Royal Hogs
Bats Zap Musketeer Dark Prince
Skeleton Army
Dark Prince
Bats Zap Musketeer Royal Hogs Witch
Witch
Zap Dark Prince P.E.K.K.A
P.E.K.K.A
Zap Bats Musketeer Witch

Defense Synergies 0 13

Bats
Zap Musketeer Dark Prince P.E.K.K.A
Zap
Bats Musketeer Skeleton Army Dark Prince Witch P.E.K.K.A
Musketeer
Bats Zap Skeleton Army Dark Prince P.E.K.K.A
Royal Hogs
Skeleton Army
Zap Musketeer
Dark Prince
Bats Zap Musketeer Witch
Witch
Zap Dark Prince
P.E.K.K.A
Bats Zap Musketeer

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 Musketeer
Skeleton Army P.E.K.K.A Bats Zap Musketeer Dark Prince Witch
Skeleton Army Witch P.E.K.K.A Bats Musketeer Dark Prince
Skeleton Army Witch P.E.K.K.A Bats Musketeer Dark Prince
Skeleton Army Dark Prince P.E.K.K.A
Skeleton Army Bats Zap Musketeer Dark Prince
Bats Musketeer Zap Witch
Zap Musketeer P.E.K.K.A
Witch P.E.K.K.A Musketeer Skeleton Army
Skeleton Army Musketeer Dark Prince
Bats Skeleton Army Witch Zap Musketeer Dark Prince
Musketeer Bats Zap Witch
Skeleton Army P.E.K.K.A Bats Zap Musketeer Dark Prince Witch
Skeleton Army Bats Zap Dark Prince Witch P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army Zap P.E.K.K.A
Bats Musketeer Skeleton Army Dark Prince Witch P.E.K.K.A
Bats Zap Musketeer Skeleton Army Dark Prince Witch
Zap Witch Bats Musketeer Dark Prince
P.E.K.K.A Musketeer
Skeleton Army Dark Prince Bats Musketeer Witch P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Zap Dark Prince Witch P.E.K.K.A
Zap Musketeer
Skeleton Army P.E.K.K.A Bats Zap Musketeer Dark Prince Witch
Skeleton Army Dark Prince P.E.K.K.A Bats Zap Musketeer
P.E.K.K.A Musketeer Skeleton Army Dark Prince Witch
Bats Zap Musketeer Witch
Skeleton Army Dark Prince P.E.K.K.A Bats Musketeer Witch
P.E.K.K.A Skeleton Army Dark Prince
Zap P.E.K.K.A Bats Skeleton Army Dark Prince Witch
Witch P.E.K.K.A Musketeer Skeleton Army
P.E.K.K.A Bats Musketeer Dark Prince Witch
Skeleton Army P.E.K.K.A Zap Dark Prince
Skeleton Army Dark Prince P.E.K.K.A Witch
Musketeer Skeleton Army Witch
Skeleton Army Witch Bats Zap Musketeer Dark Prince P.E.K.K.A
Bats Zap Musketeer Dark Prince Witch 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.)

Musketeer
Zap Musketeer
Musketeer Dark Prince
Zap Dark Prince
Bats Zap Musketeer Witch
Musketeer Witch
Zap
Zap
Bats Musketeer
Zap Musketeer Dark Prince
Zap Musketeer
Musketeer
Musketeer
Zap Musketeer
Zap Musketeer Witch
Musketeer
Bats
Zap Musketeer Dark Prince
Zap Witch
Musketeer
Musketeer
Zap Musketeer
Zap Dark Prince Witch
Witch
Zap Musketeer Witch
Zap Musketeer Witch
Zap Musketeer
Bats Zap Musketeer Witch
Zap Bats Musketeer Witch
Zap Musketeer
Zap
P.E.K.K.A
Zap Bats Musketeer Skeleton Army Dark Prince Witch
Zap Musketeer Witch
Musketeer Dark Prince
Zap Musketeer
Zap
Musketeer Dark Prince P.E.K.K.A
Zap Bats Musketeer Witch
Bats Zap Musketeer Witch
Zap Musketeer Dark Prince Witch

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