My Best Clash Royale Deck

Deck Check Rating

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

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.

Wizard Mother Witch

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 Wizard P.E.K.K.A Bandit Mother Witch

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 Lightning

Punishments

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

Battle Ram Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

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

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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 Guards P.E.K.K.A Mother Witch

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.

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 Guards Bandit Battle Ram Mother Witch Wizard Lightning P.E.K.K.A

Shortest cycle

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

12 Zap Guards Bandit Battle Ram

Attack Synergies 3 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.

Zap
Battle Ram P.E.K.K.A Guards Bandit Mother Witch
Battle Ram
Zap Bandit Lightning P.E.K.K.A Mother Witch
Wizard
P.E.K.K.A Bandit
Guards
Zap Bandit
Lightning
Battle Ram
P.E.K.K.A
Zap Battle Ram Wizard Mother Witch
Bandit
Battle Ram Zap Wizard Guards
Mother Witch
Zap Battle Ram P.E.K.K.A

Defense Synergies 0 8

Zap
Guards P.E.K.K.A Bandit Mother Witch
Battle Ram
Wizard
Guards P.E.K.K.A Bandit
Guards
Zap Wizard Mother Witch
Lightning
P.E.K.K.A
Zap Wizard
Bandit
Zap Wizard
Mother Witch
Zap Guards

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.

Lightning Zap Wizard
P.E.K.K.A Zap Bandit
P.E.K.K.A Lightning Bandit
P.E.K.K.A Guards Bandit
Lightning P.E.K.K.A
Zap Guards Bandit Mother Witch
Lightning Zap Wizard
Lightning Zap P.E.K.K.A Bandit
P.E.K.K.A
Guards Bandit
Guards Mother Witch Zap Wizard Bandit
Zap Wizard
P.E.K.K.A Zap Wizard Guards Lightning Bandit
Wizard Zap Guards P.E.K.K.A
P.E.K.K.A Bandit
Zap Lightning P.E.K.K.A Bandit
Wizard P.E.K.K.A
Zap Wizard Guards Bandit
Zap Wizard Guards Bandit Mother Witch
P.E.K.K.A
Wizard Guards P.E.K.K.A Bandit Mother Witch

Counters to secondary win conditions

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

Guards Zap P.E.K.K.A Bandit
Bandit Zap Wizard Lightning
Guards P.E.K.K.A Bandit Zap Lightning
Guards Lightning P.E.K.K.A Zap Bandit
P.E.K.K.A Guards Bandit
Wizard Mother Witch Zap
Guards P.E.K.K.A Lightning Bandit
P.E.K.K.A
Zap Lightning P.E.K.K.A Bandit
P.E.K.K.A Guards
P.E.K.K.A Guards
Lightning P.E.K.K.A Zap Guards
Lightning P.E.K.K.A Wizard Guards Bandit
Wizard
Guards Zap Lightning P.E.K.K.A
Zap Wizard P.E.K.K.A Mother Witch
Zap

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.)

Lightning Guards Bandit
Zap Bandit
Lightning Bandit
Lightning Guards
Wizard Zap
Wizard Mother Witch Zap
Wizard
Zap Wizard Lightning
Zap Wizard Lightning Bandit
Lightning Guards
Lightning Zap Wizard Bandit
Lightning Zap Wizard
Lightning Bandit
Lightning Bandit
Lightning Zap
Lightning Zap Wizard Bandit
Lightning Wizard Bandit
Lightning
Lightning
Lightning Zap Wizard Bandit
Lightning Zap Wizard Mother Witch
Lightning
Lightning Wizard
Lightning
Lightning Zap
Zap Mother Witch Wizard
Zap Wizard Lightning Bandit
Lightning Zap Wizard Bandit
Lightning Zap Bandit
Lightning Zap Wizard Mother Witch
Zap Lightning Wizard Guards
Lightning
Lightning Zap Wizard Bandit
Zap Lightning
P.E.K.K.A
Wizard Lightning
Zap Lightning Guards Bandit
Lightning Zap Wizard
Lightning Wizard
Zap Wizard Lightning
Lightning Zap
P.E.K.K.A
Zap Guards Lightning
Zap Lightning
Lightning Zap Bandit
P.E.K.K.A
Lightning Wizard

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