My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Inferno Tower Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Balloon P.E.K.K.A Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Giant Snowball Arrows

Punishments

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

Balloon Lumberjack

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.

Balloon P.E.K.K.A Lumberjack

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.

Balloon Electro Wizard Lumberjack

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 Balloon
Giant Snowball
Bats Balloon Lumberjack
Zap
Bats Inferno Tower Balloon
Barbarian Barrel
Inferno Tower Electro Wizard Lumberjack
The Log
Lumberjack
Earthquake
Inferno Tower
Arrows
Bats
Royal Delivery
Bats Balloon P.E.K.K.A Electro Wizard Lumberjack
Fireball
Inferno Tower Balloon Electro Wizard Lumberjack
Poison
Bats Inferno Tower Balloon Electro Wizard
Lightning
Inferno Tower Balloon Electro Wizard Lumberjack
Rocket
Inferno Tower Balloon

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Arrows

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 Inferno Tower P.E.K.K.A

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Giant Snowball Arrows Electro Wizard Lumberjack Inferno Tower Balloon P.E.K.K.A

Shortest cycle

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

11 Bats Giant Snowball Arrows Electro Wizard

Attack Synergies 7 8

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
Balloon P.E.K.K.A Lumberjack
Giant Snowball
Balloon P.E.K.K.A Electro Wizard Lumberjack
Arrows
Balloon P.E.K.K.A Lumberjack
Inferno Tower
Balloon
Bats Giant Snowball Arrows Lumberjack Electro Wizard
P.E.K.K.A
Giant Snowball Arrows Electro Wizard Bats Lumberjack
Electro Wizard
P.E.K.K.A Giant Snowball Balloon Lumberjack
Lumberjack
Balloon Bats Giant Snowball Arrows P.E.K.K.A Electro Wizard

Defense Synergies 1 15

Bats
Giant Snowball Inferno Tower P.E.K.K.A Electro Wizard Lumberjack
Giant Snowball
Bats Inferno Tower P.E.K.K.A Electro Wizard Lumberjack
Arrows
Inferno Tower P.E.K.K.A Lumberjack
Inferno Tower
Electro Wizard Bats Giant Snowball Arrows Lumberjack
Balloon
P.E.K.K.A
Bats Giant Snowball Arrows Electro Wizard
Electro Wizard
Inferno Tower Bats Giant Snowball P.E.K.K.A Lumberjack
Lumberjack
Bats Giant Snowball Arrows Inferno Tower Electro Wizard

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.

Inferno Tower Electro Wizard
Inferno Tower P.E.K.K.A Lumberjack Bats Electro Wizard
Inferno Tower P.E.K.K.A Lumberjack Bats Giant Snowball Electro Wizard
Inferno Tower P.E.K.K.A Lumberjack Bats Electro Wizard
Arrows P.E.K.K.A Lumberjack
Arrows Bats Giant Snowball Electro Wizard Lumberjack
Bats Giant Snowball Inferno Tower Electro Wizard Arrows
Arrows Inferno Tower P.E.K.K.A Electro Wizard
Inferno Tower P.E.K.K.A Lumberjack
Giant Snowball Inferno Tower Electro Wizard Lumberjack
Bats Electro Wizard Giant Snowball Arrows Lumberjack
Arrows Inferno Tower Bats Giant Snowball Electro Wizard
Inferno Tower P.E.K.K.A Lumberjack Bats Giant Snowball Electro Wizard
Bats Giant Snowball Arrows P.E.K.K.A Electro Wizard Lumberjack
Inferno Tower P.E.K.K.A Electro Wizard Lumberjack
Inferno Tower Giant Snowball P.E.K.K.A Electro Wizard Lumberjack
Bats Arrows Inferno Tower P.E.K.K.A Electro Wizard Lumberjack
Arrows Bats Giant Snowball Electro Wizard Lumberjack
Giant Snowball Arrows Bats Electro Wizard Lumberjack
P.E.K.K.A Inferno Tower Electro Wizard Lumberjack
Bats Giant Snowball Arrows P.E.K.K.A Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Giant Snowball Inferno Tower P.E.K.K.A Electro Wizard
Electro Wizard Giant Snowball Arrows Lumberjack
P.E.K.K.A Lumberjack Bats Inferno Tower Electro Wizard
P.E.K.K.A Lumberjack Bats Inferno Tower Electro Wizard
Inferno Tower P.E.K.K.A Lumberjack
Arrows Bats Giant Snowball Electro Wizard
P.E.K.K.A Bats Inferno Tower Electro Wizard Lumberjack
Inferno Tower P.E.K.K.A Lumberjack
P.E.K.K.A Electro Wizard Bats Giant Snowball Inferno Tower
Inferno Tower P.E.K.K.A
P.E.K.K.A Bats Inferno Tower Lumberjack
P.E.K.K.A Giant Snowball Arrows Electro Wizard
P.E.K.K.A Inferno Tower Lumberjack
Inferno Tower Electro Wizard Bats P.E.K.K.A Lumberjack
Bats Arrows Giant Snowball Inferno Tower P.E.K.K.A Electro Wizard
Giant Snowball Arrows Inferno Tower 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.)

Arrows
Arrows Giant Snowball Electro Wizard
Arrows
Arrows
Giant Snowball Arrows
Arrows Bats Giant Snowball
Arrows
Arrows Giant Snowball
Arrows Giant Snowball
Bats Giant Snowball Electro Wizard Lumberjack
Arrows Electro Wizard
Giant Snowball Arrows
Giant Snowball
Arrows
Giant Snowball Arrows
Giant Snowball Arrows
Arrows
Giant Snowball Arrows
Bats
Giant Snowball Arrows Electro Wizard
Giant Snowball Arrows
Giant Snowball Arrows
Giant Snowball Arrows
Giant Snowball Arrows
Arrows Giant Snowball Electro Wizard
Giant Snowball Arrows
Arrows
Bats Giant Snowball Arrows Electro Wizard
Electro Wizard Bats Giant Snowball
Giant Snowball
Giant Snowball Arrows
Giant Snowball Arrows Electro Wizard
P.E.K.K.A
Giant Snowball Arrows
Electro Wizard Bats
Giant Snowball Arrows Electro Wizard
Arrows
Electro Wizard Lumberjack
Arrows Giant Snowball
Giant Snowball Arrows
P.E.K.K.A
Bats Giant Snowball Electro Wizard
Bats Giant Snowball Electro Wizard
Giant Snowball Electro Wizard
P.E.K.K.A

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