My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Great!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Musketeer

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 Musketeer

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

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.

Mini P.E.K.K.A Hog Rider Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Mini P.E.K.K.A Hog Rider

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 Hog Rider Goblin Barrel

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 Hog Rider Goblin Barrel Skeleton Army
Giant Snowball
Bats Musketeer Hog Rider Goblin Barrel Skeleton Army
Zap
Bats Goblin Barrel Skeleton Army
Barbarian Barrel
Musketeer Goblin Barrel Skeleton Army
The Log
Mini P.E.K.K.A Musketeer Hog Rider Goblin Barrel Skeleton Army
Earthquake
Hog Rider Goblin Barrel Skeleton Army
Arrows
Bats Goblin Barrel Skeleton Army
Royal Delivery
Bats Mini P.E.K.K.A Musketeer Hog Rider Goblin Barrel Skeleton Army
Fireball
Musketeer Hog Rider Goblin Barrel Skeleton Army
Poison
Bats Musketeer Skeleton Army
Lightning
Mini P.E.K.K.A Musketeer
Rocket
Musketeer Hog Rider

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

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Mini P.E.K.K.A Skeleton Army

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 Goblin Barrel Skeleton Army

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 Musketeer Goblin Barrel

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 Barrel Skeleton Army Fireball Mini P.E.K.K.A Musketeer Hog Rider

Shortest cycle

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

11 Bats Arrows Goblin Barrel Skeleton Army

Attack Synergies 5 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
Hog Rider Mini P.E.K.K.A Goblin Barrel
Arrows
Fireball Hog Rider Mini P.E.K.K.A Goblin Barrel
Fireball
Arrows Hog Rider
Mini P.E.K.K.A
Bats Arrows Musketeer Hog Rider
Musketeer
Hog Rider Mini P.E.K.K.A
Hog Rider
Bats Arrows Fireball Musketeer Mini P.E.K.K.A Goblin Barrel
Goblin Barrel
Bats Arrows Hog Rider Skeleton Army
Skeleton Army
Goblin Barrel

Defense Synergies 0 9

Bats
Mini P.E.K.K.A Musketeer
Arrows
Fireball Mini P.E.K.K.A
Fireball
Arrows Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A
Bats Arrows Fireball Musketeer Skeleton Army
Musketeer
Bats Fireball Mini P.E.K.K.A Skeleton Army
Hog Rider
Goblin Barrel
Skeleton Army
Mini P.E.K.K.A Musketeer

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.

Fireball Musketeer
Mini P.E.K.K.A Skeleton Army Bats Musketeer
Mini P.E.K.K.A Skeleton Army Bats Musketeer
Mini P.E.K.K.A Skeleton Army Bats Musketeer
Arrows Fireball Mini P.E.K.K.A Skeleton Army
Arrows Fireball Skeleton Army Bats Musketeer
Bats Musketeer Arrows Fireball
Arrows Fireball Musketeer
Mini P.E.K.K.A Musketeer Skeleton Army
Skeleton Army Mini P.E.K.K.A Musketeer
Bats Skeleton Army Arrows Fireball Musketeer
Arrows Musketeer Bats Fireball
Mini P.E.K.K.A Skeleton Army Bats Fireball Musketeer
Fireball Skeleton Army Bats Arrows Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army
Skeleton Army Fireball Mini P.E.K.K.A
Bats Arrows Fireball Mini P.E.K.K.A Musketeer Skeleton Army
Arrows Fireball Bats Musketeer Skeleton Army
Arrows Bats Fireball Musketeer
Mini P.E.K.K.A Musketeer
Skeleton Army Bats Arrows Fireball Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Fireball
Fireball Arrows Mini P.E.K.K.A Musketeer
Skeleton Army Bats Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Skeleton Army Bats Fireball Musketeer
Mini P.E.K.K.A Musketeer Skeleton Army
Arrows Fireball Bats Musketeer
Mini P.E.K.K.A Skeleton Army Bats Fireball Musketeer
Mini P.E.K.K.A Skeleton Army
Bats Fireball Mini P.E.K.K.A Skeleton Army
Musketeer Skeleton Army
Bats Mini P.E.K.K.A Musketeer
Skeleton Army Arrows Fireball
Mini P.E.K.K.A Skeleton Army Fireball
Fireball Musketeer Skeleton Army
Skeleton Army Bats Fireball Mini P.E.K.K.A Musketeer
Bats Arrows Fireball Mini P.E.K.K.A Musketeer
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 Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Arrows Fireball Musketeer
Fireball Arrows
Arrows Fireball Bats Musketeer
Arrows Musketeer
Arrows Fireball
Arrows Fireball
Bats Fireball Mini P.E.K.K.A Musketeer
Arrows Fireball Musketeer
Fireball Arrows Musketeer
Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Bats Mini P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A Musketeer
Arrows Fireball
Fireball Musketeer
Arrows Fireball
Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Arrows Fireball Musketeer
Fireball Arrows Musketeer
Fireball Arrows Musketeer
Bats Arrows Fireball Musketeer
Bats Fireball Musketeer
Fireball Mini P.E.K.K.A
Arrows Fireball Musketeer
Arrows Fireball
Arrows Fireball
Bats Fireball Musketeer Skeleton Army
Fireball Arrows Musketeer
Arrows Fireball
Fireball Mini P.E.K.K.A Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Musketeer
Bats Fireball Musketeer
Bats Fireball Musketeer
Fireball Musketeer
Fireball

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