My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

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 Fireball

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.

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 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 Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Battle Ram Dark Prince 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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Bandit Fireball 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.

13 Zap Bandit Fireball Musketeer

Attack Synergies 6 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
Fireball Battle Ram P.E.K.K.A Electro Wizard Musketeer Dark Prince Bandit
Fireball
Zap Battle Ram Dark Prince Electro Wizard
Musketeer
Zap Battle Ram Dark Prince P.E.K.K.A Bandit
Battle Ram
Zap Bandit Fireball Musketeer P.E.K.K.A Electro Wizard
Dark Prince
Zap Fireball Musketeer Bandit Electro Wizard
P.E.K.K.A
Zap Electro Wizard Musketeer Battle Ram
Bandit
Battle Ram Zap Musketeer Dark Prince Electro Wizard
Electro Wizard
Zap P.E.K.K.A Fireball Battle Ram Dark Prince Bandit

Defense Synergies 2 16

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

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