My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Musketeer 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.

Musketeer Battle Ram Dark Prince P.E.K.K.A Bandit Electro Wizard

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 Arrows

Punishments

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

Battle Ram Dark Prince Bandit

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.

Battle Ram Dark Prince P.E.K.K.A Bandit

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.

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

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 Dark Prince

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.

Arrows Battle Ram Dark Prince 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Bandit Musketeer Battle Ram Dark Prince Electro Wizard P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Bandit Musketeer

Attack Synergies 7 15

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
Arrows Battle Ram P.E.K.K.A Electro Wizard Musketeer Dark Prince Bandit
Arrows
Zap P.E.K.K.A Battle Ram Dark Prince Bandit
Musketeer
Zap Battle Ram Dark Prince P.E.K.K.A Bandit
Battle Ram
Zap Bandit Arrows Musketeer P.E.K.K.A Electro Wizard
Dark Prince
Zap Arrows Musketeer Bandit Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Musketeer Battle Ram
Bandit
Battle Ram Zap Arrows Musketeer Dark Prince Electro Wizard
Electro Wizard
Zap P.E.K.K.A Battle Ram Dark Prince Bandit

Defense Synergies 1 16

Zap
Electro Wizard Arrows Musketeer Dark Prince P.E.K.K.A Bandit
Arrows
Zap Dark Prince P.E.K.K.A Bandit
Musketeer
Zap Dark Prince P.E.K.K.A Bandit Electro Wizard
Battle Ram
Dark Prince
Zap Arrows Musketeer Bandit Electro Wizard
P.E.K.K.A
Zap Arrows Musketeer Electro Wizard
Bandit
Zap Arrows Musketeer Dark Prince Electro Wizard
Electro Wizard
Zap Musketeer Dark Prince P.E.K.K.A Bandit

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 Electro Wizard
P.E.K.K.A Zap Musketeer Dark Prince Bandit Electro Wizard
P.E.K.K.A Musketeer Dark Prince Bandit Electro Wizard
P.E.K.K.A Musketeer Dark Prince Bandit Electro Wizard
Arrows Dark Prince P.E.K.K.A
Arrows Zap Musketeer Dark Prince Bandit Electro Wizard
Musketeer Electro Wizard Zap Arrows
Zap Arrows Musketeer P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Musketeer
Musketeer Dark Prince Bandit Electro Wizard
Electro Wizard Zap Arrows Musketeer Dark Prince Bandit
Arrows Musketeer Zap Electro Wizard
P.E.K.K.A Zap Musketeer Dark Prince Bandit Electro Wizard
Zap Arrows Dark Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Electro Wizard
Zap P.E.K.K.A Bandit Electro Wizard
Arrows Musketeer Dark Prince P.E.K.K.A Electro Wizard
Arrows Zap Musketeer Dark Prince Bandit Electro Wizard
Zap Arrows Musketeer Dark Prince Bandit Electro Wizard
P.E.K.K.A Musketeer Electro Wizard
Dark Prince Arrows Musketeer 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 Dark Prince P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Arrows Musketeer
P.E.K.K.A Bandit Zap Musketeer Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Zap Musketeer Bandit Electro Wizard
P.E.K.K.A Musketeer Dark Prince Bandit
Arrows Zap Musketeer Electro Wizard
Dark Prince P.E.K.K.A Musketeer Bandit Electro Wizard
P.E.K.K.A Dark Prince
Zap P.E.K.K.A Electro Wizard Dark Prince Bandit
P.E.K.K.A Musketeer
P.E.K.K.A Musketeer Dark Prince
P.E.K.K.A Zap Arrows Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Bandit
Musketeer
Electro Wizard Zap Musketeer Dark Prince P.E.K.K.A
Arrows Zap Musketeer Dark Prince P.E.K.K.A Electro Wizard
Zap Arrows 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 Bandit
Arrows Zap Musketeer Bandit Electro Wizard
Arrows Bandit
Arrows Musketeer Dark Prince
Zap Arrows Dark Prince
Arrows Zap Musketeer
Arrows Musketeer
Arrows Zap
Arrows Zap Bandit
Musketeer Electro Wizard
Zap Arrows Musketeer Dark Prince Bandit Electro Wizard
Zap Arrows Musketeer
Musketeer Bandit
Arrows Musketeer Bandit
Zap Arrows Musketeer
Zap Arrows Musketeer Bandit
Arrows Musketeer Bandit
Arrows
Zap Arrows Musketeer Dark Prince Bandit Electro Wizard
Zap Arrows
Musketeer
Arrows
Musketeer
Zap Arrows Musketeer
Zap Arrows Dark Prince
Arrows Zap Musketeer Bandit Electro Wizard
Zap Arrows Musketeer Bandit
Zap Arrows Musketeer Bandit
Zap Arrows Musketeer Electro Wizard
Zap Electro Wizard Musketeer
Zap Arrows Musketeer Bandit
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Musketeer Dark Prince Bandit
Zap Arrows Musketeer Electro Wizard
Arrows
Musketeer Dark Prince Electro Wizard
Arrows Zap Musketeer
Zap Arrows
Musketeer Dark Prince P.E.K.K.A
Zap Musketeer Electro Wizard
Zap Musketeer Electro Wizard
Zap Musketeer Dark Prince Bandit Electro Wizard
P.E.K.K.A

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