My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
RIP

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Hunter Electro Wizard Magic Archer

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 Hunter P.E.K.K.A Bandit Electro Wizard Magic Archer

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Arrows

Punishments

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

Bandit

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.

P.E.K.K.A Bandit Magic Archer

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.

Bandit Electro Wizard Magic Archer

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 Bandit
Giant Snowball
Bats
Zap
Bats Bandit
Barbarian Barrel
Hunter Bandit Electro Wizard Magic Archer
The Log
Hunter Bandit
Earthquake
Arrows
Bats
Royal Delivery
Bats Hunter P.E.K.K.A Bandit Electro Wizard Magic Archer
Fireball
Hunter Bandit Electro Wizard Magic Archer
Poison
Bats Hunter Electro Wizard Magic Archer
Lightning
Hunter Bandit Electro Wizard Magic Archer
Rocket
Hunter Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Hunter Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Hunter Magic Archer

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Bandit Hunter Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

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

10 Bats Zap Arrows Bandit

Attack Synergies 6 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
Zap P.E.K.K.A Bandit
Zap
Arrows P.E.K.K.A Electro Wizard Bats Hunter Bandit Magic Archer
Arrows
Zap P.E.K.K.A Bandit
Hunter
Zap P.E.K.K.A Bandit
P.E.K.K.A
Zap Arrows Electro Wizard Magic Archer Bats Hunter
Bandit
Bats Zap Arrows Hunter Electro Wizard Magic Archer
Electro Wizard
Zap P.E.K.K.A Bandit Magic Archer
Magic Archer
P.E.K.K.A Zap Bandit Electro Wizard

Defense Synergies 1 19

Bats
Zap Hunter P.E.K.K.A Bandit Electro Wizard
Zap
Electro Wizard Bats Arrows Hunter P.E.K.K.A Bandit Magic Archer
Arrows
Zap P.E.K.K.A Bandit
Hunter
Bats Zap P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Bats Zap Arrows Hunter Electro Wizard
Bandit
Bats Zap Arrows Hunter Electro Wizard Magic Archer
Electro Wizard
Zap Bats Hunter P.E.K.K.A Bandit Magic Archer
Magic Archer
Zap Bandit 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.

Zap Electro Wizard Magic Archer
Hunter P.E.K.K.A Bats Zap Bandit Electro Wizard
Hunter P.E.K.K.A Bats Bandit Electro Wizard
Hunter P.E.K.K.A Bats Bandit Electro Wizard
Arrows P.E.K.K.A
Arrows Bats Zap Hunter Bandit Electro Wizard Magic Archer
Bats Hunter Electro Wizard Zap Arrows Magic Archer
Zap Arrows P.E.K.K.A Bandit Electro Wizard Magic Archer
Hunter P.E.K.K.A
Hunter Bandit Electro Wizard
Bats Electro Wizard Zap Arrows Hunter Bandit Magic Archer
Arrows Hunter Bats Zap Electro Wizard Magic Archer
Hunter P.E.K.K.A Bats Zap Bandit Electro Wizard
Bats Zap Arrows Hunter P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Hunter Bandit Electro Wizard
Zap Hunter P.E.K.K.A Bandit Electro Wizard
Bats Arrows Hunter P.E.K.K.A Electro Wizard
Arrows Bats Zap Hunter Bandit Electro Wizard Magic Archer
Zap Arrows Hunter Bats Bandit Electro Wizard Magic Archer
P.E.K.K.A Hunter Electro Wizard
Bats Arrows Hunter P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

Zap P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard Zap Arrows Hunter Magic Archer
P.E.K.K.A Bandit Bats Zap Hunter Electro Wizard
Hunter P.E.K.K.A Bats Zap Bandit Electro Wizard
P.E.K.K.A Hunter Bandit
Arrows Bats Zap Hunter Electro Wizard Magic Archer
P.E.K.K.A Bats Hunter Bandit Electro Wizard
P.E.K.K.A Hunter
Zap P.E.K.K.A Electro Wizard Bats Bandit Magic Archer
P.E.K.K.A
P.E.K.K.A Bats Hunter
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Hunter Bandit
Magic Archer
Electro Wizard Bats Zap Hunter P.E.K.K.A Magic Archer
Bats Arrows Zap Hunter P.E.K.K.A Electro Wizard Magic Archer
Zap 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.)

Magic Archer Arrows Bandit
Arrows Zap Bandit Electro Wizard Magic Archer
Arrows Bandit Magic Archer
Arrows
Zap Arrows Magic Archer
Arrows Bats Zap Hunter Magic Archer
Arrows Magic Archer
Arrows Zap Hunter Magic Archer
Arrows Zap Bandit
Bats Electro Wizard
Zap Arrows Bandit Electro Wizard Magic Archer
Zap Arrows Magic Archer
Hunter Bandit Magic Archer
Arrows Bandit Magic Archer
Zap Arrows Magic Archer
Zap Arrows Hunter Bandit Magic Archer
Magic Archer Arrows Bandit
Arrows
Bats
Zap Arrows Hunter Bandit Electro Wizard Magic Archer
Zap Arrows Magic Archer
Magic Archer
Arrows
Zap Arrows
Zap Arrows Hunter Magic Archer
Arrows Zap Hunter Bandit Electro Wizard Magic Archer
Zap Arrows Bandit Magic Archer
Zap Arrows Bandit Magic Archer
Bats Zap Arrows Hunter Electro Wizard Magic Archer
Zap Electro Wizard Bats
Zap Arrows Hunter Bandit Magic Archer
Zap Arrows Electro Wizard Magic Archer
P.E.K.K.A
Arrows Magic Archer
Zap Electro Wizard Bats Bandit Magic Archer
Zap Arrows Hunter Electro Wizard Magic Archer
Arrows
Hunter Electro Wizard Magic Archer
Arrows Zap Magic Archer
Zap Arrows
P.E.K.K.A
Zap Bats Electro Wizard Magic Archer
Bats Zap Electro Wizard Magic Archer
Zap Bandit Electro Wizard Magic Archer
P.E.K.K.A

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