My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

Electro Wizard Magic Archer

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.

Battle Ram P.E.K.K.A Bandit Electro Wizard Magic Archer Golden Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Fireball

Punishments

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

Battle Ram Bandit Golden Knight

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.

Battle Ram P.E.K.K.A Bandit Magic Archer

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.

Bandit Electro Wizard Magic Archer Golden Knight

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
Battle Ram Bandit
Giant Snowball
Battle Ram
Zap
Battle Ram Bandit
Barbarian Barrel
Battle Ram Bandit Electro Wizard Magic Archer
The Log
Battle Ram Bandit
Earthquake
Arrows
Royal Delivery
Battle Ram P.E.K.K.A Bandit Electro Wizard Magic Archer
Fireball
Battle Ram Bandit Electro Wizard Magic Archer
Poison
Electro Wizard Magic Archer
Lightning
Battle Ram Bandit Electro Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Magic Archer

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.

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.

Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Bandit Fireball Battle Ram Electro Wizard Magic Archer Golden Knight P.E.K.K.A

Shortest cycle

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

13 Zap Bandit Fireball Battle Ram

Attack Synergies 8 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.

Zap
Fireball Battle Ram P.E.K.K.A Electro Wizard Bandit Magic Archer
Fireball
Zap Battle Ram Electro Wizard Magic Archer Golden Knight
Battle Ram
Zap Bandit Magic Archer Fireball P.E.K.K.A Electro Wizard Golden Knight
P.E.K.K.A
Zap Electro Wizard Magic Archer Battle Ram
Bandit
Battle Ram Zap Electro Wizard Magic Archer Golden Knight
Electro Wizard
Zap P.E.K.K.A Fireball Battle Ram Bandit Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Zap Fireball Bandit Electro Wizard Golden Knight
Golden Knight
Fireball Battle Ram Bandit Magic Archer

Defense Synergies 2 11

Zap
Fireball Electro Wizard P.E.K.K.A Bandit Magic Archer Golden Knight
Fireball
Zap Bandit Electro Wizard Golden Knight
Battle Ram
P.E.K.K.A
Zap Electro Wizard
Bandit
Zap Fireball Electro Wizard Magic Archer
Electro Wizard
Zap Fireball P.E.K.K.A Bandit Magic Archer
Magic Archer
Zap Bandit Electro Wizard
Golden Knight
Zap Fireball

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 Fireball Electro Wizard Magic Archer Golden Knight
P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Fireball P.E.K.K.A
Fireball Zap Bandit Electro Wizard Magic Archer
Electro Wizard Zap Fireball Magic Archer
Zap Fireball P.E.K.K.A Bandit Electro Wizard Magic Archer Golden Knight
P.E.K.K.A
Bandit Electro Wizard
Electro Wizard Zap Fireball Bandit Magic Archer
Zap Fireball Electro Wizard Magic Archer
P.E.K.K.A Zap Fireball Bandit Electro Wizard
Fireball Zap P.E.K.K.A Electro Wizard Magic Archer Golden Knight
P.E.K.K.A Bandit Electro Wizard
Zap Fireball P.E.K.K.A Bandit Electro Wizard
Fireball P.E.K.K.A Electro Wizard
Fireball Zap Bandit Electro Wizard Magic Archer Golden Knight
Zap Fireball Bandit Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard
Fireball P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

Zap Fireball P.E.K.K.A Bandit Electro Wizard
Fireball Bandit Electro Wizard Zap Magic Archer
P.E.K.K.A Bandit Zap Electro Wizard Golden Knight
P.E.K.K.A Zap Fireball Bandit Electro Wizard
P.E.K.K.A Bandit
Fireball Zap Electro Wizard Magic Archer
P.E.K.K.A Fireball Bandit Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Fireball Bandit Magic Archer
P.E.K.K.A
P.E.K.K.A Golden Knight
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Fireball Bandit Golden Knight
Fireball Magic Archer
Electro Wizard Zap Fireball P.E.K.K.A Magic Archer Golden Knight
Zap Fireball P.E.K.K.A Electro Wizard Magic Archer Golden Knight
Zap Fireball 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.)

Fireball Magic Archer Bandit Golden Knight
Fireball Zap Bandit Electro Wizard Magic Archer Golden Knight
Fireball Bandit Magic Archer
Fireball
Fireball Zap Magic Archer
Fireball Zap Magic Archer
Magic Archer
Fireball Zap Magic Archer
Fireball Zap Bandit Golden Knight
Fireball Electro Wizard
Zap Fireball Bandit Electro Wizard Magic Archer Golden Knight
Fireball Zap Magic Archer
Fireball Bandit Magic Archer Golden Knight
Fireball Bandit Magic Archer
Zap Fireball Magic Archer
Zap Fireball Bandit Magic Archer Golden Knight
Magic Archer Fireball Bandit
Fireball
Zap Fireball Bandit Electro Wizard Magic Archer
Zap Fireball Magic Archer Golden Knight
Fireball Magic Archer
Fireball
Zap Fireball
Zap Fireball Magic Archer
Fireball Zap Bandit Electro Wizard Magic Archer Golden Knight
Fireball Zap Bandit Magic Archer Golden Knight
Fireball Zap Bandit Magic Archer Golden Knight
Zap Fireball Electro Wizard Magic Archer
Zap Electro Wizard Fireball
Fireball
Zap Fireball Bandit Magic Archer
Zap Fireball Electro Wizard Magic Archer
P.E.K.K.A
Fireball Magic Archer
Zap Electro Wizard Fireball Bandit Magic Archer
Fireball Zap Electro Wizard Magic Archer
Fireball
Fireball Electro Wizard Magic Archer
Zap Fireball Magic Archer
Zap Fireball
P.E.K.K.A
Zap Fireball Electro Wizard Magic Archer Golden Knight
Zap Fireball Electro Wizard Magic Archer
Zap Fireball Bandit Electro Wizard Magic Archer Golden Knight
P.E.K.K.A
Fireball

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