My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

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!
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

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 Giant Sparky

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Rage

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 Giant

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.

Mini P.E.K.K.A Giant

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Sparky

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 Rage Skeleton Army Sparky

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

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 Rage Arrows Skeleton Army Mini P.E.K.K.A Musketeer Giant Sparky

Shortest cycle

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

10 Bats Rage Arrows Skeleton Army

Attack Synergies 9 7

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
Giant Mini P.E.K.K.A Rage Sparky
Arrows
Giant Sparky Mini P.E.K.K.A
Mini P.E.K.K.A
Giant Sparky Bats Arrows Musketeer Rage
Musketeer
Giant Mini P.E.K.K.A
Giant
Bats Arrows Mini P.E.K.K.A Musketeer Rage Sparky
Rage
Giant Sparky Bats Mini P.E.K.K.A
Skeleton Army
Sparky
Sparky
Arrows Mini P.E.K.K.A Giant Rage Bats Skeleton Army

Defense Synergies 0 9

Bats
Mini P.E.K.K.A Musketeer Sparky
Arrows
Mini P.E.K.K.A Sparky
Mini P.E.K.K.A
Bats Arrows Musketeer Skeleton Army
Musketeer
Bats Mini P.E.K.K.A Skeleton Army
Giant
Rage
Skeleton Army
Mini P.E.K.K.A Musketeer Sparky
Sparky
Bats Arrows Skeleton Army

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.

Musketeer Sparky
Mini P.E.K.K.A Skeleton Army Sparky Bats Musketeer
Mini P.E.K.K.A Skeleton Army Sparky Bats Musketeer
Mini P.E.K.K.A Skeleton Army Sparky Bats Musketeer
Arrows Mini P.E.K.K.A Skeleton Army Sparky
Arrows Skeleton Army Bats Musketeer
Bats Musketeer Arrows
Arrows Musketeer Sparky
Mini P.E.K.K.A Sparky Musketeer Skeleton Army
Skeleton Army Mini P.E.K.K.A Musketeer Sparky
Bats Skeleton Army Arrows Musketeer
Arrows Musketeer Bats
Mini P.E.K.K.A Skeleton Army Sparky Bats Musketeer
Skeleton Army Sparky Bats Arrows Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Sparky
Skeleton Army Mini P.E.K.K.A Sparky
Sparky Bats Arrows Mini P.E.K.K.A Musketeer Skeleton Army
Arrows Bats Musketeer Skeleton Army
Arrows Bats Musketeer
Mini P.E.K.K.A Sparky Musketeer
Skeleton Army Bats Arrows Mini P.E.K.K.A Musketeer Sparky

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Sparky
Arrows Mini P.E.K.K.A Musketeer
Skeleton Army Bats Mini P.E.K.K.A Musketeer Sparky
Mini P.E.K.K.A Skeleton Army Bats Musketeer Sparky
Mini P.E.K.K.A Musketeer Skeleton Army Sparky
Arrows Bats Musketeer
Mini P.E.K.K.A Skeleton Army Sparky Bats Musketeer
Mini P.E.K.K.A Skeleton Army Sparky
Bats Mini P.E.K.K.A Skeleton Army Sparky
Musketeer Skeleton Army Sparky
Bats Mini P.E.K.K.A Musketeer Sparky
Skeleton Army Arrows
Mini P.E.K.K.A Skeleton Army Sparky
Musketeer Skeleton Army Sparky
Skeleton Army Sparky Bats Mini P.E.K.K.A Musketeer
Bats Arrows Mini P.E.K.K.A Musketeer Sparky
Arrows

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.)

Arrows Musketeer Sparky
Arrows Musketeer
Arrows Sparky
Arrows Musketeer Sparky
Arrows Sparky
Arrows Bats Musketeer
Arrows Musketeer Sparky
Arrows
Arrows
Bats Mini P.E.K.K.A Musketeer Sparky
Arrows Musketeer Sparky
Arrows Musketeer
Musketeer Sparky
Arrows Musketeer
Arrows Musketeer Sparky
Arrows Musketeer Sparky
Arrows Musketeer Sparky
Arrows Sparky
Bats Mini P.E.K.K.A Sparky
Arrows Mini P.E.K.K.A Musketeer Sparky
Arrows
Musketeer Sparky
Arrows
Musketeer Sparky
Arrows Musketeer
Arrows Sparky
Arrows Musketeer Sparky
Arrows Musketeer Sparky
Arrows Musketeer Sparky
Bats Arrows Musketeer Sparky
Bats Musketeer
Mini P.E.K.K.A Sparky
Arrows Musketeer Sparky
Arrows Sparky
Sparky
Arrows Sparky
Bats Musketeer Skeleton Army
Arrows Musketeer
Arrows
Mini P.E.K.K.A Musketeer Sparky
Arrows Musketeer
Arrows Sparky
Musketeer Sparky
Bats Musketeer Sparky
Bats Musketeer
Musketeer Sparky
Sparky
Sparky

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