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.

Mega Minion Electro Wizard Little Prince

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.

Knight Mega Minion Battle Ram P.E.K.K.A Electro Wizard Little Prince

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Giant Snowball Arrows

Punishments

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

Battle Ram

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.

Knight Battle Ram P.E.K.K.A

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.

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
Battle Ram
Giant Snowball
Mega Minion Battle Ram Little Prince
Zap
Battle Ram Little Prince
Barbarian Barrel
Knight Battle Ram Electro Wizard Little Prince
The Log
Battle Ram Little Prince
Earthquake
Arrows
Little Prince
Royal Delivery
Knight Mega Minion Battle Ram P.E.K.K.A Electro Wizard Little Prince
Fireball
Mega Minion Battle Ram Electro Wizard Little Prince
Poison
Mega Minion Electro Wizard Little Prince
Lightning
Knight Mega Minion Battle Ram Electro Wizard Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Arrows

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.

Arrows Knight Mega Minion Battle Ram 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Giant Snowball Arrows Knight Mega Minion Little Prince Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

11 Giant Snowball Arrows Knight Mega Minion

Attack Synergies 6 11

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.

Giant Snowball
Battle Ram P.E.K.K.A Knight Mega Minion Electro Wizard Little Prince
Arrows
P.E.K.K.A Knight Mega Minion Battle Ram
Knight
Mega Minion Battle Ram Giant Snowball Arrows Electro Wizard Little Prince
Mega Minion
Knight Giant Snowball Arrows
Battle Ram
Giant Snowball Knight Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Giant Snowball Arrows Electro Wizard Battle Ram
Electro Wizard
P.E.K.K.A Giant Snowball Knight Battle Ram
Little Prince
Giant Snowball Knight

Defense Synergies 3 12

Giant Snowball
Knight Mega Minion P.E.K.K.A Electro Wizard Little Prince
Arrows
Knight Mega Minion P.E.K.K.A Little Prince
Knight
Mega Minion Electro Wizard Little Prince Giant Snowball Arrows
Mega Minion
Knight Giant Snowball Arrows Electro Wizard
Battle Ram
P.E.K.K.A
Giant Snowball Arrows Electro Wizard
Electro Wizard
Knight Giant Snowball Mega Minion P.E.K.K.A Little Prince
Little Prince
Knight Giant Snowball Arrows 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.

Knight Mega Minion Electro Wizard
P.E.K.K.A Knight Mega Minion Electro Wizard
P.E.K.K.A Giant Snowball Knight Mega Minion Electro Wizard
P.E.K.K.A Knight Mega Minion Electro Wizard
Arrows P.E.K.K.A
Arrows Giant Snowball Mega Minion Electro Wizard
Giant Snowball Mega Minion Electro Wizard Arrows Little Prince
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Knight Giant Snowball Electro Wizard Little Prince
Electro Wizard Giant Snowball Arrows Knight Mega Minion
Arrows Mega Minion Giant Snowball Electro Wizard
P.E.K.K.A Giant Snowball Knight Electro Wizard
Giant Snowball Arrows Mega Minion P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
Giant Snowball P.E.K.K.A Electro Wizard
Arrows Knight P.E.K.K.A Electro Wizard
Arrows Giant Snowball Knight Mega Minion Electro Wizard Little Prince
Giant Snowball Arrows Knight Mega Minion Electro Wizard Little Prince
P.E.K.K.A Electro Wizard
Giant Snowball Arrows Knight P.E.K.K.A Electro Wizard Little Prince
P.E.K.K.A

Counters to secondary win conditions

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

Knight Giant Snowball P.E.K.K.A Electro Wizard
Electro Wizard Giant Snowball Arrows Knight Mega Minion
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Knight
Arrows Giant Snowball Electro Wizard
P.E.K.K.A Knight Mega Minion Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Giant Snowball Knight Mega Minion
P.E.K.K.A Mega Minion
P.E.K.K.A Knight Mega Minion
P.E.K.K.A Giant Snowball Arrows Electro Wizard
P.E.K.K.A Knight
Electro Wizard Knight Mega Minion P.E.K.K.A Little Prince
Arrows Giant Snowball Mega Minion P.E.K.K.A Electro Wizard
Giant Snowball 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.)

Arrows Knight
Arrows Giant Snowball Electro Wizard
Arrows
Arrows Knight
Giant Snowball Arrows
Arrows Giant Snowball Mega Minion
Arrows
Arrows Giant Snowball
Arrows Giant Snowball
Giant Snowball Electro Wizard
Arrows Knight Electro Wizard
Giant Snowball Arrows
Giant Snowball Knight
Arrows
Giant Snowball Arrows
Giant Snowball Arrows
Arrows
Giant Snowball Arrows
Giant Snowball Arrows Mega Minion Electro Wizard
Giant Snowball Arrows Little Prince
Giant Snowball Arrows
Giant Snowball Arrows
Giant Snowball Arrows Little Prince
Mega Minion
Arrows Giant Snowball Electro Wizard
Giant Snowball Arrows
Arrows
Giant Snowball Arrows Electro Wizard Little Prince
Electro Wizard Giant Snowball Mega Minion
Giant Snowball Mega Minion
Giant Snowball Arrows
Giant Snowball Arrows Electro Wizard
P.E.K.K.A
Giant Snowball Arrows
Electro Wizard
Giant Snowball Arrows Mega Minion Electro Wizard
Arrows
Knight Mega Minion Electro Wizard
Arrows Giant Snowball
Giant Snowball Arrows
Mega Minion P.E.K.K.A
Giant Snowball Electro Wizard
Giant Snowball Electro Wizard
Giant Snowball Electro Wizard Little Prince
P.E.K.K.A

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