My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions Wizard 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.

Battle Ram Wizard Dark Prince P.E.K.K.A Electro Wizard

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.

Zap Arrows

Punishments

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

Battle Ram Dark Prince

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.

Battle Ram Dark Prince 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard Dark Prince

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 Battle Ram Dark Prince 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.

Minions Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Minions Battle Ram Dark Prince Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Minions Battle Ram

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.

Zap
Arrows Battle Ram P.E.K.K.A Electro Wizard Minions Dark Prince
Arrows
Zap P.E.K.K.A Battle Ram Dark Prince
Minions
Zap Battle Ram Dark Prince P.E.K.K.A
Battle Ram
Zap Arrows Minions P.E.K.K.A Electro Wizard
Wizard
Dark Prince P.E.K.K.A
Dark Prince
Zap Arrows Minions Wizard Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Minions Battle Ram Wizard
Electro Wizard
Zap P.E.K.K.A Battle Ram Dark Prince

Defense Synergies 1 14

Zap
Electro Wizard Arrows Minions Dark Prince P.E.K.K.A
Arrows
Zap Dark Prince P.E.K.K.A
Minions
Zap Dark Prince P.E.K.K.A Electro Wizard
Battle Ram
Wizard
Dark Prince P.E.K.K.A Electro Wizard
Dark Prince
Zap Arrows Minions Wizard Electro Wizard
P.E.K.K.A
Zap Arrows Minions Wizard Electro Wizard
Electro Wizard
Zap Minions Wizard Dark Prince 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.

Zap Minions Wizard Electro Wizard
P.E.K.K.A Zap Minions Dark Prince Electro Wizard
P.E.K.K.A Minions Dark Prince Electro Wizard
P.E.K.K.A Minions Dark Prince Electro Wizard
Arrows Dark Prince P.E.K.K.A
Arrows Zap Minions Dark Prince Electro Wizard
Minions Electro Wizard Zap Arrows Wizard
Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Minions
Dark Prince Electro Wizard
Minions Electro Wizard Zap Arrows Wizard Dark Prince
Arrows Minions Zap Wizard Electro Wizard
P.E.K.K.A Zap Minions Wizard Dark Prince Electro Wizard
Wizard Zap Arrows Minions Dark Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Zap P.E.K.K.A Electro Wizard
Wizard Arrows Minions Dark Prince P.E.K.K.A Electro Wizard
Arrows Zap Minions Wizard Dark Prince Electro Wizard
Zap Arrows Wizard Minions Dark Prince Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Dark Prince Arrows Minions P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Zap Dark Prince P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Wizard
P.E.K.K.A Zap Minions Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Dark Prince
Arrows Wizard Zap Minions Electro Wizard
Dark Prince P.E.K.K.A Minions Electro Wizard
P.E.K.K.A Dark Prince
Zap P.E.K.K.A Electro Wizard Minions Dark Prince
P.E.K.K.A
P.E.K.K.A Minions Dark Prince
P.E.K.K.A Zap Arrows Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Wizard
Wizard
Electro Wizard Zap Minions Dark Prince P.E.K.K.A
Arrows Minions Zap Wizard Dark Prince P.E.K.K.A Electro Wizard
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.)

Arrows
Arrows Zap Electro Wizard
Arrows
Arrows Dark Prince
Wizard Zap Arrows Dark Prince
Arrows Wizard Zap Minions
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Minions Electro Wizard
Zap Arrows Wizard Dark Prince Electro Wizard
Zap Arrows Wizard
Arrows Minions
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows
Minions
Zap Arrows Wizard Dark Prince Electro Wizard
Zap Arrows Wizard
Minions
Arrows Wizard
Zap Arrows
Zap Arrows Wizard Dark Prince
Arrows Zap Wizard Electro Wizard
Zap Arrows Wizard
Zap Arrows
Zap Arrows Wizard Electro Wizard
Zap Electro Wizard Minions Wizard
Zap Arrows Wizard
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Zap Electro Wizard Minions Dark Prince
Zap Arrows Wizard Electro Wizard
Arrows
Wizard Dark Prince Electro Wizard
Arrows Zap Wizard
Zap Arrows
Dark Prince P.E.K.K.A
Zap Minions Electro Wizard
Zap Electro Wizard
Zap Dark Prince Electro Wizard
P.E.K.K.A
Wizard

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