My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Musketeer Inferno Tower Electro Wizard Ram Rider

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

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 P.E.K.K.A Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Ram Rider

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.

Ram Rider

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 Ram 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.

Electro Wizard Ram 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 Ram Rider
Giant Snowball
Bats Musketeer Ram Rider
Zap
Bats Inferno Tower Ram Rider
Barbarian Barrel
Musketeer Inferno Tower Electro Wizard
The Log
Musketeer Ram Rider
Earthquake
Inferno Tower
Arrows
Bats
Royal Delivery
Bats Musketeer P.E.K.K.A Electro Wizard Ram Rider
Fireball
Musketeer Inferno Tower Electro Wizard Ram Rider
Poison
Bats Musketeer Inferno Tower Electro Wizard
Lightning
Musketeer Inferno Tower Electro Wizard Ram Rider
Rocket
Musketeer Inferno Tower Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Arrows Inferno Tower P.E.K.K.A

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Musketeer Electro Wizard Inferno Tower Ram Rider P.E.K.K.A

Shortest cycle

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

11 Bats Zap Arrows Musketeer

Attack Synergies 6 9

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 P.E.K.K.A Ram Rider
Zap
Arrows P.E.K.K.A Electro Wizard Ram Rider Bats Musketeer
Arrows
Zap P.E.K.K.A Ram Rider
Musketeer
Zap P.E.K.K.A Ram Rider
Inferno Tower
P.E.K.K.A
Zap Arrows Electro Wizard Bats Musketeer Ram Rider
Electro Wizard
Zap P.E.K.K.A Ram Rider
Ram Rider
Zap Bats Arrows Musketeer P.E.K.K.A Electro Wizard

Defense Synergies 2 18

Bats
Zap Musketeer Inferno Tower P.E.K.K.A Electro Wizard
Zap
Electro Wizard Bats Arrows Musketeer Inferno Tower P.E.K.K.A Ram Rider
Arrows
Zap Inferno Tower P.E.K.K.A
Musketeer
Bats Zap Inferno Tower P.E.K.K.A Electro Wizard Ram Rider
Inferno Tower
Electro Wizard Bats Zap Arrows Musketeer
P.E.K.K.A
Bats Zap Arrows Musketeer Electro Wizard
Electro Wizard
Zap Inferno Tower Bats Musketeer P.E.K.K.A Ram Rider
Ram Rider
Zap Musketeer Electro Wizard

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 Inferno Tower Electro Wizard Ram Rider
Inferno Tower P.E.K.K.A Bats Zap Musketeer Electro Wizard Ram Rider
Inferno Tower P.E.K.K.A Ram Rider Bats Musketeer Electro Wizard
Inferno Tower P.E.K.K.A Bats Musketeer Electro Wizard Ram Rider
Arrows P.E.K.K.A
Arrows Bats Zap Musketeer Electro Wizard
Bats Musketeer Inferno Tower Electro Wizard Ram Rider Zap Arrows
Zap Arrows Musketeer Inferno Tower P.E.K.K.A Electro Wizard Ram Rider
Inferno Tower P.E.K.K.A Musketeer
Musketeer Inferno Tower Electro Wizard
Bats Electro Wizard Zap Arrows Musketeer Ram Rider
Arrows Musketeer Inferno Tower Bats Zap Electro Wizard Ram Rider
Inferno Tower P.E.K.K.A Bats Zap Musketeer Electro Wizard Ram Rider
Bats Zap Arrows P.E.K.K.A Electro Wizard
Inferno Tower P.E.K.K.A Electro Wizard Ram Rider
Inferno Tower Zap P.E.K.K.A Electro Wizard Ram Rider
Bats Arrows Musketeer Inferno Tower P.E.K.K.A Electro Wizard
Arrows Bats Zap Musketeer Electro Wizard Ram Rider
Zap Arrows Bats Musketeer Electro Wizard Ram Rider
P.E.K.K.A Musketeer Inferno Tower Electro Wizard Ram Rider
Bats Arrows Musketeer P.E.K.K.A Electro Wizard
Inferno Tower P.E.K.K.A

Counters to secondary win conditions

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

Zap Inferno Tower P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Musketeer
P.E.K.K.A Bats Zap Musketeer Inferno Tower Electro Wizard Ram Rider
P.E.K.K.A Bats Zap Musketeer Inferno Tower Electro Wizard Ram Rider
Inferno Tower P.E.K.K.A Musketeer Ram Rider
Arrows Bats Zap Musketeer Electro Wizard Ram Rider
P.E.K.K.A Bats Musketeer Inferno Tower Electro Wizard Ram Rider
Inferno Tower P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Bats Inferno Tower
Inferno Tower P.E.K.K.A Musketeer
P.E.K.K.A Bats Musketeer Inferno Tower
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Inferno Tower Ram Rider
Musketeer
Inferno Tower Electro Wizard Bats Zap Musketeer P.E.K.K.A
Bats Arrows Zap Musketeer Inferno Tower P.E.K.K.A Electro Wizard
Zap Arrows Inferno Tower 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.)

Arrows Musketeer
Arrows Zap Musketeer Electro Wizard Ram Rider
Arrows
Arrows Musketeer
Zap Arrows
Arrows Bats Zap Musketeer Ram Rider
Arrows Musketeer
Arrows Zap Ram Rider
Arrows Zap Ram Rider
Bats Musketeer Electro Wizard
Zap Arrows Musketeer Electro Wizard Ram Rider
Zap Arrows Musketeer
Musketeer
Arrows Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer
Arrows Musketeer
Arrows
Bats
Zap Arrows Musketeer Electro Wizard
Zap Arrows
Musketeer
Arrows
Musketeer
Zap Arrows Musketeer
Zap Arrows
Arrows Zap Musketeer Electro Wizard Ram Rider
Zap Arrows Musketeer Ram Rider
Zap Arrows Musketeer
Bats Zap Arrows Musketeer Electro Wizard
Zap Electro Wizard Bats Musketeer
Zap Arrows Musketeer
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Bats Musketeer
Zap Arrows Musketeer Electro Wizard Ram Rider
Arrows
Musketeer Electro Wizard
Arrows Zap Musketeer
Zap Arrows
Musketeer P.E.K.K.A
Zap Bats Musketeer Electro Wizard
Bats Zap Musketeer Electro Wizard
Zap Musketeer Electro Wizard
P.E.K.K.A

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