My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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

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 Prince P.E.K.K.A Royal Ghost 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 Prince Royal Ghost 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 Prince P.E.K.K.A Royal Ghost 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.

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

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 Royal Ghost

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 Prince P.E.K.K.A Royal Ghost

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 Royal Ghost Bandit Fireball Battle Ram Electro Wizard Prince P.E.K.K.A

Shortest cycle

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

12 Zap Royal Ghost Bandit Fireball

Attack Synergies 7 12

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 Prince P.E.K.K.A Electro Wizard Royal Ghost Bandit
Fireball
Zap Battle Ram Electro Wizard
Battle Ram
Zap Bandit Fireball P.E.K.K.A Royal Ghost Electro Wizard
Prince
Zap Royal Ghost Electro Wizard
P.E.K.K.A
Zap Electro Wizard Battle Ram
Royal Ghost
Zap Battle Ram Prince Bandit Electro Wizard
Bandit
Battle Ram Zap Royal Ghost Electro Wizard
Electro Wizard
Zap P.E.K.K.A Fireball Battle Ram Prince Royal Ghost Bandit

Defense Synergies 2 10

Zap
Fireball Electro Wizard Prince P.E.K.K.A Royal Ghost Bandit
Fireball
Zap Bandit Electro Wizard
Battle Ram
Prince
Zap Electro Wizard
P.E.K.K.A
Zap Electro Wizard
Royal Ghost
Zap Electro Wizard
Bandit
Zap Fireball Electro Wizard
Electro Wizard
Zap Fireball Prince P.E.K.K.A Royal Ghost 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 Electro Wizard
P.E.K.K.A Zap Prince Bandit Electro Wizard
Prince P.E.K.K.A Bandit Electro Wizard
Prince P.E.K.K.A Bandit Electro Wizard
Fireball Prince P.E.K.K.A
Fireball Zap Royal Ghost Bandit Electro Wizard
Electro Wizard Zap Fireball
Zap Fireball P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A Prince
Prince Royal Ghost Bandit Electro Wizard
Electro Wizard Zap Fireball Royal Ghost Bandit
Zap Fireball Electro Wizard
Prince P.E.K.K.A Zap Fireball Bandit Electro Wizard
Fireball Zap Prince P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Prince Bandit Electro Wizard
Zap Fireball Prince P.E.K.K.A Bandit Electro Wizard
Fireball Prince P.E.K.K.A Electro Wizard
Fireball Zap Prince Royal Ghost Bandit Electro Wizard
Zap Fireball Royal Ghost Bandit Electro Wizard
P.E.K.K.A Prince Electro Wizard
Royal Ghost Fireball Prince 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 Prince P.E.K.K.A Royal Ghost Bandit Electro Wizard
Fireball Bandit Electro Wizard Zap Prince Royal Ghost
P.E.K.K.A Bandit Zap Prince Electro Wizard
Prince P.E.K.K.A Zap Fireball Bandit Electro Wizard
P.E.K.K.A Prince Bandit
Fireball Zap Electro Wizard
Prince P.E.K.K.A Fireball Bandit Electro Wizard
P.E.K.K.A Prince
Zap P.E.K.K.A Electro Wizard Fireball Prince Bandit
P.E.K.K.A
P.E.K.K.A Prince
P.E.K.K.A Zap Fireball Prince Electro Wizard
Prince P.E.K.K.A Fireball Bandit
Fireball
Electro Wizard Zap Fireball Prince P.E.K.K.A
Zap Fireball P.E.K.K.A Royal Ghost 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 Royal Ghost Bandit
Fireball Zap Royal Ghost Bandit Electro Wizard
Fireball Bandit
Fireball Prince
Fireball Zap
Fireball Zap
Fireball Zap
Fireball Zap Bandit
Fireball Prince Electro Wizard
Zap Fireball Prince Bandit Electro Wizard
Fireball Zap
Fireball Bandit
Fireball Bandit
Zap Fireball Prince
Zap Fireball Bandit
Fireball Bandit
Fireball
Zap Fireball Prince Bandit Electro Wizard
Zap Fireball
Fireball Prince
Fireball
Prince
Zap Fireball
Zap Fireball
Fireball Zap Royal Ghost Bandit Electro Wizard
Fireball Zap Prince Bandit
Fireball Zap Bandit
Zap Fireball Electro Wizard
Zap Electro Wizard Fireball
Fireball
Zap Fireball Bandit
Zap Fireball Electro Wizard
P.E.K.K.A Prince
Fireball
Zap Electro Wizard Fireball Prince Bandit
Fireball Zap Electro Wizard
Fireball
Fireball Prince Electro Wizard
Zap Fireball
Zap Fireball
Prince P.E.K.K.A
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Prince Royal Ghost Bandit Electro Wizard
Prince P.E.K.K.A
Fireball

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