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 Archers

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 Archers Balloon Lumberjack Mega Knight

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.

Zap

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 Balloon Lumberjack Mega Knight

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 Balloon Lumberjack Mega Knight

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 Balloon 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 Archers Skeleton Army Balloon
Giant Snowball
Bats Archers Skeleton Army Balloon Lumberjack
Zap
Bats Archers Skeleton Army Balloon
Barbarian Barrel
Archers Skeleton Army Lumberjack
The Log
Archers Mini P.E.K.K.A Skeleton Army Lumberjack
Earthquake
Archers Skeleton Army
Arrows
Bats Archers Skeleton Army
Royal Delivery
Bats Archers Mini P.E.K.K.A Skeleton Army Balloon Lumberjack
Fireball
Archers Skeleton Army Balloon Lumberjack
Poison
Bats Archers Skeleton Army Balloon
Lightning
Mini P.E.K.K.A Balloon Lumberjack
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mega Knight

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 Skeleton Army Mega Knight

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.

Bats Zap Archers Skeleton Army Mini P.E.K.K.A Lumberjack Balloon Mega Knight

Shortest cycle

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

10 Bats Zap Archers Skeleton Army

Attack Synergies 4 15

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 Mega Knight Zap Mini P.E.K.K.A Lumberjack
Zap
Balloon Bats Archers Mini P.E.K.K.A Lumberjack Mega Knight
Archers
Zap Mini P.E.K.K.A Balloon Lumberjack Mega Knight
Mini P.E.K.K.A
Bats Zap Archers Lumberjack Mega Knight
Skeleton Army
Balloon
Bats Zap Lumberjack Archers Mega Knight
Lumberjack
Balloon Bats Zap Archers Mini P.E.K.K.A Mega Knight
Mega Knight
Bats Zap Archers Mini P.E.K.K.A Balloon Lumberjack

Defense Synergies 2 13

Bats
Zap Mini P.E.K.K.A Lumberjack Mega Knight
Zap
Mini P.E.K.K.A Mega Knight Bats Archers Skeleton Army Lumberjack
Archers
Zap Mini P.E.K.K.A Skeleton Army Lumberjack Mega Knight
Mini P.E.K.K.A
Zap Bats Archers Skeleton Army
Skeleton Army
Zap Archers Mini P.E.K.K.A Lumberjack
Balloon
Lumberjack
Bats Zap Archers Skeleton Army
Mega Knight
Zap Bats Archers

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.

Zap
Mini P.E.K.K.A Skeleton Army Lumberjack Bats Zap Mega Knight
Mini P.E.K.K.A Skeleton Army Lumberjack Mega Knight Bats Archers
Mini P.E.K.K.A Skeleton Army Lumberjack Bats Mega Knight
Mini P.E.K.K.A Skeleton Army Lumberjack Mega Knight
Skeleton Army Bats Zap Archers Lumberjack Mega Knight
Bats Zap Archers
Zap Mega Knight
Mini P.E.K.K.A Skeleton Army Lumberjack
Skeleton Army Archers Mini P.E.K.K.A Lumberjack Mega Knight
Bats Archers Skeleton Army Zap Lumberjack Mega Knight
Bats Zap Archers
Mini P.E.K.K.A Skeleton Army Lumberjack Mega Knight Bats Zap
Skeleton Army Mega Knight Bats Zap Mini P.E.K.K.A Lumberjack
Mini P.E.K.K.A Skeleton Army Lumberjack Mega Knight
Skeleton Army Zap Mini P.E.K.K.A Lumberjack Mega Knight
Mega Knight Bats Mini P.E.K.K.A Skeleton Army Lumberjack
Mega Knight Bats Zap Archers Skeleton Army Lumberjack
Zap Bats Archers Lumberjack Mega Knight
Mini P.E.K.K.A Lumberjack
Skeleton Army Mega Knight Bats Archers Mini P.E.K.K.A Lumberjack
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 Lumberjack Mega Knight Zap Archers
Zap Archers Mini P.E.K.K.A Lumberjack Mega Knight
Skeleton Army Lumberjack Mega Knight Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Lumberjack Mega Knight Bats Zap
Mini P.E.K.K.A Skeleton Army Lumberjack Mega Knight
Bats Zap Archers
Mini P.E.K.K.A Skeleton Army Bats Archers Lumberjack
Mini P.E.K.K.A Mega Knight Skeleton Army Lumberjack
Zap Mega Knight Bats Mini P.E.K.K.A Skeleton Army
Skeleton Army
Mega Knight Bats Mini P.E.K.K.A Lumberjack
Skeleton Army Mega Knight Zap
Mini P.E.K.K.A Skeleton Army Mega Knight Lumberjack
Archers Skeleton Army Mega Knight
Skeleton Army Bats Zap Archers Mini P.E.K.K.A Lumberjack
Bats Mega Knight Zap Archers Mini P.E.K.K.A
Zap

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.)

Zap
Zap Mega Knight
Bats Zap
Archers
Zap
Zap
Bats Mini P.E.K.K.A Lumberjack
Zap
Zap Archers
Zap
Zap
Mega Knight
Bats Mini P.E.K.K.A
Zap Archers Mini P.E.K.K.A Mega Knight
Zap Mega Knight
Mega Knight
Zap
Zap Mega Knight
Zap
Zap Mega Knight
Zap
Bats Zap Archers
Zap Bats
Mini P.E.K.K.A
Zap Mega Knight
Zap
Mega Knight
Zap Bats Archers Skeleton Army
Zap Archers
Mini P.E.K.K.A Lumberjack Mega Knight
Zap
Zap
Mega Knight
Zap Bats
Bats Zap
Zap Mega Knight
Mega Knight

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