My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Good
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!
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 Firecracker Ram Rider

Defensive buildings

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

Cannon

Investments

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

Bats Firecracker Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Rage

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 Ram Rider

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.

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

Firecracker Mini P.E.K.K.A Ram Rider

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

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker

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 Mini P.E.K.K.A Rage 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.

Skeleton Army

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.

Mirror Bats Rage Cannon Firecracker Skeleton Army Mini P.E.K.K.A Ram Rider

Shortest cycle

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

7 Mirror Bats Rage Cannon

Attack Synergies 0 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.

Bats
Firecracker Mini P.E.K.K.A Rage Ram Rider
Cannon
Firecracker
Bats Mini P.E.K.K.A Mirror Ram Rider
Mini P.E.K.K.A
Bats Firecracker Mirror Rage Ram Rider
Mirror
Firecracker Mini P.E.K.K.A Skeleton Army Ram Rider
Rage
Bats Mini P.E.K.K.A
Skeleton Army
Mirror
Ram Rider
Bats Firecracker Mini P.E.K.K.A Mirror

Defense Synergies 2 12

Bats
Cannon Firecracker Mini P.E.K.K.A
Cannon
Mirror Bats Firecracker Mini P.E.K.K.A Skeleton Army
Firecracker
Bats Cannon Mini P.E.K.K.A Mirror Skeleton Army
Mini P.E.K.K.A
Bats Cannon Firecracker Mirror Skeleton Army Ram Rider
Mirror
Cannon Skeleton Army Firecracker Mini P.E.K.K.A
Rage
Skeleton Army
Mirror Cannon Firecracker Mini P.E.K.K.A
Ram Rider
Mini P.E.K.K.A

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.

Cannon Firecracker Ram Rider
Mini P.E.K.K.A Skeleton Army Bats Cannon Firecracker Ram Rider
Cannon Mini P.E.K.K.A Skeleton Army Ram Rider Bats
Cannon Mini P.E.K.K.A Skeleton Army Bats Firecracker Ram Rider
Firecracker Mini P.E.K.K.A Skeleton Army
Skeleton Army Bats Cannon Firecracker
Bats Ram Rider Cannon Firecracker
Cannon Ram Rider
Cannon Mini P.E.K.K.A Skeleton Army
Skeleton Army Cannon Firecracker Mini P.E.K.K.A
Bats Skeleton Army Cannon Firecracker Ram Rider
Bats Firecracker Ram Rider
Cannon Mini P.E.K.K.A Skeleton Army Bats Ram Rider
Skeleton Army Bats Cannon Firecracker Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Cannon Ram Rider
Skeleton Army Cannon Mini P.E.K.K.A Ram Rider
Bats Cannon Firecracker Mini P.E.K.K.A Skeleton Army
Cannon Bats Firecracker Skeleton Army Ram Rider
Bats Cannon Firecracker Ram Rider
Mini P.E.K.K.A Cannon Ram Rider
Skeleton Army Bats Cannon Firecracker Mini P.E.K.K.A
Cannon 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
Firecracker Mini P.E.K.K.A
Skeleton Army Bats Mini P.E.K.K.A Ram Rider
Mini P.E.K.K.A Skeleton Army Bats Ram Rider
Cannon Mini P.E.K.K.A Skeleton Army Ram Rider
Firecracker Bats Ram Rider
Mini P.E.K.K.A Skeleton Army Bats Ram Rider
Mini P.E.K.K.A Skeleton Army
Bats Firecracker Mini P.E.K.K.A Skeleton Army
Cannon Skeleton Army
Bats Mini P.E.K.K.A
Skeleton Army
Mini P.E.K.K.A Skeleton Army Cannon Ram Rider
Cannon Firecracker Skeleton Army
Skeleton Army Bats Firecracker Mini P.E.K.K.A
Bats Cannon Firecracker Mini P.E.K.K.A
Cannon

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.)

Firecracker
Firecracker Ram Rider
Firecracker
Firecracker
Firecracker Bats Ram Rider
Firecracker
Firecracker Ram Rider
Firecracker Ram Rider
Bats Mini P.E.K.K.A
Firecracker Ram Rider
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Bats Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A
Firecracker
Firecracker
Firecracker Ram Rider
Ram Rider
Firecracker
Bats Firecracker
Bats Firecracker
Mini P.E.K.K.A
Firecracker
Firecracker
Bats Skeleton Army
Firecracker Ram Rider
Firecracker Mini P.E.K.K.A
Firecracker
Firecracker
Bats Firecracker
Firecracker Bats
Firecracker
Firecracker

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