My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 Goblin Gang Little Prince

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 Royal Recruits Little Prince

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Arrows Fireball

Punishments

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

Goblin Gang Royal Recruits Mini P.E.K.K.A Royal Hogs

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.

Goblin Gang Royal Recruits Mini P.E.K.K.A Royal Hogs

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 Royal Hogs

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 Goblin Gang Royal Recruits Royal Hogs
Giant Snowball
Bats Goblin Gang Royal Recruits Royal Hogs Little Prince
Zap
Bats Goblin Gang Royal Hogs Little Prince
Barbarian Barrel
Goblin Gang Royal Recruits Royal Hogs Little Prince
The Log
Goblin Gang Royal Recruits Mini P.E.K.K.A Royal Hogs Little Prince
Earthquake
Goblin Gang Royal Hogs
Arrows
Bats Goblin Gang Royal Recruits Royal Hogs Little Prince
Royal Delivery
Bats Goblin Gang Royal Recruits Mini P.E.K.K.A Royal Hogs Little Prince
Fireball
Goblin Gang Royal Hogs Little Prince
Poison
Bats Goblin Gang Royal Recruits Royal Hogs Little Prince
Lightning
Mini P.E.K.K.A Little Prince
Rocket
Royal Hogs Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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.

Bats Arrows Royal Recruits Mini 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.

Goblin Gang Fireball

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Goblin Gang Little Prince Fireball Mini P.E.K.K.A Royal Hogs Royal Recruits

Shortest cycle

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

11 Bats Arrows Goblin Gang Little Prince

Attack Synergies 2 13

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
Royal Recruits Mini P.E.K.K.A Royal Hogs
Arrows
Fireball Royal Hogs Mini P.E.K.K.A
Goblin Gang
Royal Recruits Mini P.E.K.K.A Royal Hogs
Royal Recruits
Bats Goblin Gang Royal Hogs
Fireball
Arrows Royal Hogs Little Prince
Mini P.E.K.K.A
Bats Arrows Goblin Gang Royal Hogs Little Prince
Royal Hogs
Arrows Bats Goblin Gang Royal Recruits Fireball Mini P.E.K.K.A Little Prince
Little Prince
Fireball Mini P.E.K.K.A Royal Hogs

Defense Synergies 0 9

Bats
Royal Recruits Mini P.E.K.K.A
Arrows
Fireball Mini P.E.K.K.A Little Prince
Goblin Gang
Royal Recruits Mini P.E.K.K.A
Royal Recruits
Bats Goblin Gang
Fireball
Arrows Mini P.E.K.K.A Little Prince
Mini P.E.K.K.A
Bats Arrows Goblin Gang Fireball
Royal Hogs
Little Prince
Arrows Fireball

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.

Royal Recruits Fireball
Mini P.E.K.K.A Bats Goblin Gang Royal Recruits
Goblin Gang Mini P.E.K.K.A Bats Royal Recruits
Royal Recruits Mini P.E.K.K.A Bats Goblin Gang
Arrows Royal Recruits Fireball Mini P.E.K.K.A
Arrows Goblin Gang Fireball Bats
Bats Arrows Goblin Gang Fireball Little Prince
Arrows Royal Recruits Fireball
Mini P.E.K.K.A Goblin Gang Royal Recruits
Goblin Gang Royal Recruits Mini P.E.K.K.A Little Prince
Bats Goblin Gang Arrows Royal Recruits Fireball
Arrows Bats Goblin Gang Fireball
Royal Recruits Mini P.E.K.K.A Bats Goblin Gang Fireball
Fireball Bats Arrows Goblin Gang Royal Recruits Mini P.E.K.K.A
Royal Recruits Mini P.E.K.K.A Goblin Gang
Goblin Gang Royal Recruits Fireball Mini P.E.K.K.A
Bats Arrows Goblin Gang Royal Recruits Fireball Mini P.E.K.K.A
Arrows Fireball Bats Goblin Gang Royal Recruits Little Prince
Arrows Bats Royal Recruits Fireball Little Prince
Mini P.E.K.K.A Royal Recruits
Goblin Gang Royal Recruits Bats Arrows Fireball Mini P.E.K.K.A Little Prince
Mini P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Royal Recruits Mini P.E.K.K.A Fireball
Fireball Arrows Goblin Gang Mini P.E.K.K.A
Goblin Gang Royal Recruits Bats Mini P.E.K.K.A
Goblin Gang Royal Recruits Mini P.E.K.K.A Bats Fireball
Royal Recruits Goblin Gang Mini P.E.K.K.A
Arrows Fireball Bats Goblin Gang
Goblin Gang Royal Recruits Mini P.E.K.K.A Bats Fireball
Mini P.E.K.K.A Royal Recruits
Royal Recruits Bats Fireball Mini P.E.K.K.A
Royal Recruits Goblin Gang
Bats Royal Recruits Mini P.E.K.K.A
Royal Recruits Arrows Fireball
Royal Recruits Mini P.E.K.K.A Goblin Gang Fireball
Royal Recruits Fireball
Goblin Gang Royal Recruits Bats Fireball Mini P.E.K.K.A Little Prince
Bats Arrows Royal Recruits Fireball Mini P.E.K.K.A
Arrows Fireball

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 Arrows Royal Recruits
Arrows Fireball
Arrows Fireball
Arrows Royal Recruits Fireball
Fireball Arrows
Arrows Fireball Bats
Arrows
Arrows Fireball
Arrows Fireball
Bats Goblin Gang Fireball Mini P.E.K.K.A
Arrows Royal Recruits Fireball
Fireball Arrows
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Royal Recruits Fireball
Arrows Fireball
Bats Mini P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A
Arrows Fireball Little Prince
Fireball
Arrows Fireball
Arrows Royal Recruits Fireball
Arrows Fireball Little Prince
Arrows Fireball
Fireball Arrows
Fireball Arrows
Bats Arrows Fireball Little Prince
Bats Fireball
Fireball Mini P.E.K.K.A
Arrows Fireball
Arrows Fireball
Arrows Fireball
Bats Goblin Gang Royal Recruits Fireball
Fireball Arrows
Arrows Fireball
Fireball Goblin Gang Mini P.E.K.K.A
Arrows Fireball
Arrows Fireball
Royal Recruits
Bats Goblin Gang Royal Recruits Fireball
Bats Fireball
Royal Recruits Fireball Little Prince
Fireball

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