My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Electro Wizard

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.

Skeletons Bats Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap 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 Mega Knight

Pump responses

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

Fireball

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 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 Hog Rider 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
Skeletons Bats Hog Rider
Giant Snowball
Skeletons Bats Hog Rider
Zap
Skeletons Bats
Barbarian Barrel
Skeletons Electro Wizard
The Log
Skeletons Mini P.E.K.K.A Hog Rider
Earthquake
Skeletons Hog Rider
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Mini P.E.K.K.A Hog Rider Electro Wizard
Fireball
Hog Rider Electro Wizard
Poison
Bats Electro Wizard
Lightning
Mini P.E.K.K.A Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Mega Knight

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 Mini P.E.K.K.A 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.

Fireball

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 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.

Skeletons Bats Zap Fireball Mini P.E.K.K.A Hog Rider Electro Wizard Mega Knight

Shortest cycle

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

9 Skeletons Bats Zap Fireball

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.

Skeletons
Bats
Hog Rider Mega Knight Zap Mini P.E.K.K.A
Zap
Fireball Hog Rider Electro Wizard Bats Mini P.E.K.K.A Mega Knight
Fireball
Zap Hog Rider Electro Wizard Mega Knight
Mini P.E.K.K.A
Bats Zap Hog Rider Electro Wizard Mega Knight
Hog Rider
Bats Zap Fireball Mini P.E.K.K.A Electro Wizard Mega Knight
Electro Wizard
Zap Fireball Mini P.E.K.K.A Hog Rider Mega Knight
Mega Knight
Bats Zap Fireball Mini P.E.K.K.A Hog Rider Electro Wizard

Defense Synergies 5 12

Skeletons
Bats Zap Mini P.E.K.K.A Electro Wizard
Bats
Skeletons Zap Mini P.E.K.K.A Electro Wizard Mega Knight
Zap
Fireball Mini P.E.K.K.A Electro Wizard Mega Knight Skeletons Bats
Fireball
Zap Mini P.E.K.K.A Electro Wizard Mega Knight
Mini P.E.K.K.A
Zap Electro Wizard Skeletons Bats Fireball
Hog Rider
Electro Wizard
Zap Mini P.E.K.K.A Skeletons Bats Fireball Mega Knight
Mega Knight
Zap Bats Fireball 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 Fireball Electro Wizard
Mini P.E.K.K.A Skeletons Bats Zap Electro Wizard Mega Knight
Mini P.E.K.K.A Mega Knight Skeletons Bats Electro Wizard
Mini P.E.K.K.A Skeletons Bats Electro Wizard Mega Knight
Fireball Mini P.E.K.K.A Mega Knight
Fireball Skeletons Bats Zap Electro Wizard Mega Knight
Bats Electro Wizard Zap Fireball
Zap Fireball Electro Wizard Mega Knight
Mini P.E.K.K.A Skeletons
Skeletons Mini P.E.K.K.A Electro Wizard Mega Knight
Bats Electro Wizard Skeletons Zap Fireball Mega Knight
Bats Zap Fireball Electro Wizard
Mini P.E.K.K.A Mega Knight Skeletons Bats Zap Fireball Electro Wizard
Fireball Mega Knight Bats Zap Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Electro Wizard Mega Knight
Zap Fireball Mini P.E.K.K.A Electro Wizard Mega Knight
Mega Knight Skeletons Bats Fireball Mini P.E.K.K.A Electro Wizard
Fireball Mega Knight Bats Zap Electro Wizard
Zap Bats Fireball Electro Wizard Mega Knight
Mini P.E.K.K.A Electro Wizard
Mega Knight Bats Fireball Mini P.E.K.K.A Electro Wizard
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 Mega Knight Skeletons Zap Fireball Electro Wizard
Fireball Electro Wizard Zap Mini P.E.K.K.A Mega Knight
Mega Knight Skeletons Bats Zap Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Mega Knight Bats Zap Fireball Electro Wizard
Skeletons Mini P.E.K.K.A Mega Knight
Fireball Skeletons Bats Zap Electro Wizard
Mini P.E.K.K.A Skeletons Bats Fireball Electro Wizard
Mini P.E.K.K.A Mega Knight
Zap Electro Wizard Mega Knight Skeletons Bats Fireball Mini P.E.K.K.A
Skeletons
Mega Knight Bats Mini P.E.K.K.A
Mega Knight Zap Fireball Electro Wizard
Mini P.E.K.K.A Mega Knight Skeletons Fireball
Fireball Mega Knight
Electro Wizard Skeletons Bats Zap Fireball Mini P.E.K.K.A
Bats Mega Knight Zap Fireball Mini P.E.K.K.A Electro Wizard
Zap Fireball 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.)

Fireball
Fireball Zap Electro Wizard
Fireball
Fireball
Fireball Zap Mega Knight
Fireball Bats Zap
Fireball Zap
Fireball Zap
Bats Fireball Mini P.E.K.K.A Electro Wizard
Zap Fireball Electro Wizard
Fireball Zap
Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball Mega Knight
Fireball
Bats Mini P.E.K.K.A
Zap Fireball Mini P.E.K.K.A Electro Wizard Mega Knight
Zap Fireball Mega Knight
Fireball Mega Knight
Fireball
Zap Fireball
Zap Fireball Mega Knight
Fireball Zap Electro Wizard
Fireball Zap Mega Knight
Fireball Zap
Bats Zap Fireball Electro Wizard
Zap Electro Wizard Bats Fireball
Fireball Mini P.E.K.K.A
Zap Fireball Mega Knight
Zap Fireball Electro Wizard
Mega Knight
Fireball
Zap Electro Wizard Bats Fireball
Fireball Zap Electro Wizard
Fireball
Fireball Mini P.E.K.K.A Electro Wizard Mega Knight
Zap Fireball
Zap Fireball
Mega Knight
Zap Bats Fireball Electro Wizard
Bats Zap Fireball Electro Wizard
Zap Fireball Electro Wizard Mega Knight
Fireball Mega Knight

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