My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Archers Executioner Electro Wizard 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.

Archers Knight Battle Ram Executioner Electro Wizard Little Prince

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.

Arrows

Punishments

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

Mini P.E.K.K.A Battle Ram

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.

Knight Mini P.E.K.K.A Battle Ram

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 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
Archers Battle Ram
Giant Snowball
Archers Battle Ram Little Prince
Zap
Archers Battle Ram Little Prince
Barbarian Barrel
Archers Knight Battle Ram Executioner Electro Wizard Little Prince
The Log
Archers Mini P.E.K.K.A Battle Ram Little Prince
Earthquake
Archers
Arrows
Archers Little Prince
Royal Delivery
Archers Knight Mini P.E.K.K.A Battle Ram Executioner Electro Wizard Little Prince
Fireball
Archers Battle Ram Executioner Electro Wizard Little Prince
Poison
Archers Executioner Electro Wizard Little Prince
Lightning
Knight Mini P.E.K.K.A Battle Ram Executioner Electro Wizard Little Prince
Rocket
Executioner Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Executioner

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.

Arrows Knight Mini P.E.K.K.A Battle Ram Executioner

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.

Archers Arrows Knight Little Prince Mini P.E.K.K.A Battle Ram Electro Wizard Executioner

Shortest cycle

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

12 Archers Arrows Knight Little Prince

Attack Synergies 3 11

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.

Archers
Knight Arrows Mini P.E.K.K.A Battle Ram
Arrows
Archers Knight Mini P.E.K.K.A Battle Ram
Knight
Archers Battle Ram Executioner Arrows Electro Wizard Little Prince
Mini P.E.K.K.A
Archers Arrows Electro Wizard Little Prince
Battle Ram
Knight Archers Arrows Electro Wizard
Executioner
Knight
Electro Wizard
Knight Mini P.E.K.K.A Battle Ram
Little Prince
Knight Mini P.E.K.K.A

Defense Synergies 5 8

Archers
Knight Mini P.E.K.K.A Electro Wizard
Arrows
Knight Mini P.E.K.K.A Little Prince
Knight
Archers Executioner Electro Wizard Little Prince Arrows Mini P.E.K.K.A
Mini P.E.K.K.A
Electro Wizard Archers Arrows Knight Executioner
Battle Ram
Executioner
Knight Mini P.E.K.K.A
Electro Wizard
Knight Mini P.E.K.K.A Archers Little Prince
Little Prince
Knight Arrows 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.

Knight Executioner Electro Wizard
Mini P.E.K.K.A Knight Executioner Electro Wizard
Mini P.E.K.K.A Archers Knight Executioner Electro Wizard
Mini P.E.K.K.A Knight Electro Wizard
Arrows Mini P.E.K.K.A
Arrows Archers Executioner Electro Wizard
Electro Wizard Archers Arrows Executioner Little Prince
Arrows Electro Wizard
Mini P.E.K.K.A
Knight Archers Mini P.E.K.K.A Electro Wizard Little Prince
Archers Executioner Electro Wizard Arrows Knight
Arrows Executioner Archers Electro Wizard
Mini P.E.K.K.A Knight Electro Wizard
Executioner Arrows Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Knight Electro Wizard
Mini P.E.K.K.A Electro Wizard
Arrows Knight Mini P.E.K.K.A Executioner Electro Wizard
Arrows Archers Knight Executioner Electro Wizard Little Prince
Arrows Executioner Archers Knight Electro Wizard Little Prince
Mini P.E.K.K.A Electro Wizard
Archers Arrows Knight Mini P.E.K.K.A Executioner Electro Wizard Little Prince

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Archers Electro Wizard
Electro Wizard Archers Arrows Knight Mini P.E.K.K.A Executioner
Knight Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Knight Electro Wizard
Knight Mini P.E.K.K.A Executioner
Arrows Executioner Archers Electro Wizard
Mini P.E.K.K.A Archers Knight Electro Wizard
Mini P.E.K.K.A Knight
Electro Wizard Knight Mini P.E.K.K.A
Knight Mini P.E.K.K.A
Arrows Electro Wizard
Mini P.E.K.K.A Knight Executioner
Archers Executioner
Electro Wizard Archers Knight Mini P.E.K.K.A Executioner Little Prince
Arrows Executioner Archers Mini P.E.K.K.A Electro Wizard
Arrows 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 Knight
Arrows Executioner Electro Wizard
Arrows
Arrows Knight
Executioner Arrows
Arrows Executioner
Archers Arrows Executioner
Arrows Executioner
Arrows
Mini P.E.K.K.A Electro Wizard
Arrows Knight Electro Wizard
Archers Arrows Executioner
Knight Executioner
Arrows
Arrows
Arrows Executioner
Arrows Executioner
Arrows
Mini P.E.K.K.A
Archers Arrows Mini P.E.K.K.A Executioner Electro Wizard
Arrows Little Prince
Arrows
Arrows
Arrows Executioner Little Prince
Arrows Executioner Electro Wizard
Arrows
Arrows
Archers Arrows Executioner Electro Wizard Little Prince
Electro Wizard
Mini P.E.K.K.A
Arrows
Arrows Electro Wizard
Arrows
Electro Wizard Archers
Archers Arrows Executioner Electro Wizard
Arrows
Knight Mini P.E.K.K.A Executioner Electro Wizard
Arrows Executioner
Arrows
Executioner
Electro Wizard
Executioner Electro Wizard
Executioner Electro Wizard Little Prince

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