My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Godly!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Musketeer Ice 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.

Bats Knight Musketeer Ice Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows The Log

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 Hog 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.

Knight Mini P.E.K.K.A Hog 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.

Mini P.E.K.K.A Hog 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 Hog Rider
Giant Snowball
Bats Musketeer Hog Rider
Zap
Bats
Barbarian Barrel
Knight Musketeer Ice Wizard
The Log
Mini P.E.K.K.A Musketeer Hog Rider
Earthquake
Hog Rider
Arrows
Bats
Royal Delivery
Bats Knight Mini P.E.K.K.A Musketeer Hog Rider Ice Wizard
Fireball
Musketeer Hog Rider Ice Wizard
Poison
Bats Musketeer Ice Wizard
Lightning
Knight Mini P.E.K.K.A Musketeer Ice Wizard
Rocket
Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Ice Wizard

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 Knight Mini P.E.K.K.A Ice Wizard

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 Ice 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.

Bats The Log Arrows Knight Ice Wizard Mini P.E.K.K.A Musketeer Hog Rider

Shortest cycle

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

10 Bats The Log Arrows Knight

Attack Synergies 7 10

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
Knight Hog Rider Mini P.E.K.K.A
Arrows
Hog Rider Knight Mini P.E.K.K.A
Knight
Bats Musketeer Hog Rider Arrows The Log Ice Wizard
Mini P.E.K.K.A
Bats Arrows Musketeer Hog Rider The Log Ice Wizard
Musketeer
Knight Hog Rider Mini P.E.K.K.A The Log
Hog Rider
Bats Arrows Knight Musketeer The Log Mini P.E.K.K.A
The Log
Hog Rider Knight Mini P.E.K.K.A Musketeer
Ice Wizard
Knight Mini P.E.K.K.A

Defense Synergies 5 12

Bats
Knight Mini P.E.K.K.A Musketeer The Log Ice Wizard
Arrows
Knight Mini P.E.K.K.A Ice Wizard
Knight
Bats Musketeer Ice Wizard Arrows Mini P.E.K.K.A The Log
Mini P.E.K.K.A
The Log Bats Arrows Knight Musketeer Ice Wizard
Musketeer
Knight The Log Bats Mini P.E.K.K.A
Hog Rider
The Log
Mini P.E.K.K.A Musketeer Bats Knight Ice Wizard
Ice Wizard
Knight Bats Arrows Mini P.E.K.K.A The Log

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.

Knight Musketeer The Log
Mini P.E.K.K.A Bats Knight Musketeer The Log Ice Wizard
Mini P.E.K.K.A Bats Knight Musketeer Ice Wizard
Mini P.E.K.K.A Bats Knight Musketeer Ice Wizard
Arrows Mini P.E.K.K.A The Log
Arrows The Log Bats Musketeer Ice Wizard
Bats Musketeer Arrows Ice Wizard
Arrows Musketeer The Log
Mini P.E.K.K.A Musketeer Ice Wizard
Knight Mini P.E.K.K.A Musketeer Ice Wizard
Bats Ice Wizard Arrows Knight Musketeer The Log
Arrows Musketeer Bats Ice Wizard
Mini P.E.K.K.A Bats Knight Musketeer The Log Ice Wizard
Bats Arrows Mini P.E.K.K.A The Log
Mini P.E.K.K.A Knight
Mini P.E.K.K.A The Log
Bats Arrows Knight Mini P.E.K.K.A Musketeer
Arrows Bats Knight Musketeer The Log Ice Wizard
Arrows The Log Bats Knight Musketeer Ice Wizard
Mini P.E.K.K.A Musketeer
Bats Arrows Knight Mini P.E.K.K.A Musketeer The Log
Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A
Arrows Knight Mini P.E.K.K.A Musketeer The Log
Bats Knight Mini P.E.K.K.A Musketeer The Log
Mini P.E.K.K.A Bats Knight Musketeer The Log
Knight Mini P.E.K.K.A Musketeer
Arrows Bats Musketeer Ice Wizard
Mini P.E.K.K.A Bats Knight Musketeer Ice Wizard
Mini P.E.K.K.A Knight
Bats Knight Mini P.E.K.K.A The Log
Musketeer
Bats Knight Mini P.E.K.K.A Musketeer
Arrows The Log
Mini P.E.K.K.A Knight
Musketeer
Bats Knight Mini P.E.K.K.A Musketeer The Log
Bats Arrows Mini P.E.K.K.A Musketeer The Log Ice Wizard
Arrows Ice 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 Knight Musketeer The Log
Arrows Musketeer The Log Ice Wizard
Arrows The Log
Arrows Knight Musketeer The Log
Arrows The Log
Arrows Bats Musketeer Ice Wizard
Arrows Musketeer The Log
Arrows The Log Ice Wizard
Arrows The Log
Bats Mini P.E.K.K.A Musketeer
Arrows Knight Musketeer The Log
Arrows Musketeer
Knight Musketeer The Log
Arrows Musketeer
Arrows Musketeer The Log
Arrows Musketeer The Log
Arrows Musketeer The Log
Arrows
Bats Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Musketeer The Log
Arrows The Log
Musketeer The Log
Arrows
Musketeer The Log
Arrows Musketeer The Log
Arrows The Log Ice Wizard
Arrows The Log Musketeer Ice Wizard
Arrows Musketeer The Log
Arrows Musketeer The Log
Bats Arrows Musketeer Ice Wizard
Bats Musketeer
Mini P.E.K.K.A
Arrows Musketeer The Log
Arrows
Arrows The Log
Bats Musketeer
Arrows Musketeer Ice Wizard
Arrows The Log
Knight Mini P.E.K.K.A Musketeer
Arrows The Log Musketeer
Arrows
Musketeer
Bats Musketeer The Log
Bats Musketeer
Musketeer The Log

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