My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Goblin Gang Princess 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.

Bats Archers Battle Ram Princess Electro Wizard Mega Knight

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

Punishments

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

Goblin Gang Battle Ram Princess 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.

Goblin Gang Battle Ram Princess 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.

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
Bats Archers Goblin Gang Battle Ram
Giant Snowball
Bats Archers Goblin Gang Battle Ram Princess
Zap
Bats Archers Goblin Gang Battle Ram Princess
Barbarian Barrel
Archers Goblin Gang Battle Ram Princess Electro Wizard
The Log
Archers Goblin Gang Battle Ram Princess
Earthquake
Archers Goblin Gang
Arrows
Bats Archers Goblin Gang Princess
Royal Delivery
Bats Archers Goblin Gang Battle Ram Princess Electro Wizard
Fireball
Archers Goblin Gang Battle Ram Princess Electro Wizard
Poison
Bats Archers Goblin Gang Princess Electro Wizard
Lightning
Battle Ram Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Princess

Against ground swarms

Spells and units that can counter ground swarms.

Zap Princess 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 Battle Ram Princess 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.

Princess

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.

Goblin Gang 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.

Bats Zap Archers Goblin Gang Princess Battle Ram Electro Wizard Mega Knight

Shortest cycle

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

10 Bats Zap Archers Goblin Gang

Attack Synergies 3 13

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
Mega Knight Zap Battle Ram
Zap
Battle Ram Electro Wizard Bats Archers Princess Mega Knight
Archers
Zap Battle Ram Mega Knight
Goblin Gang
Battle Ram Princess
Battle Ram
Zap Bats Archers Goblin Gang Princess Electro Wizard
Princess
Zap Goblin Gang Battle Ram Mega Knight
Electro Wizard
Zap Battle Ram Mega Knight
Mega Knight
Bats Zap Archers Princess Electro Wizard

Defense Synergies 2 13

Bats
Zap Electro Wizard Mega Knight
Zap
Electro Wizard Mega Knight Bats Archers Goblin Gang Princess
Archers
Zap Goblin Gang Electro Wizard Mega Knight
Goblin Gang
Zap Archers Princess Electro Wizard
Battle Ram
Princess
Zap Goblin Gang Mega Knight
Electro Wizard
Zap Bats Archers Goblin Gang Mega Knight
Mega Knight
Zap Bats Archers Princess 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
Bats Zap Goblin Gang Electro Wizard Mega Knight
Goblin Gang Mega Knight Bats Archers Electro Wizard
Bats Goblin Gang Electro Wizard Mega Knight
Princess Mega Knight
Goblin Gang Bats Zap Archers Electro Wizard Mega Knight
Bats Electro Wizard Zap Archers Goblin Gang Princess
Zap Electro Wizard Mega Knight
Goblin Gang Princess
Goblin Gang Archers Electro Wizard Mega Knight
Bats Archers Goblin Gang Electro Wizard Zap Princess Mega Knight
Bats Zap Archers Goblin Gang Princess Electro Wizard
Mega Knight Bats Zap Goblin Gang Electro Wizard
Mega Knight Bats Zap Goblin Gang Princess Electro Wizard
Goblin Gang Electro Wizard Mega Knight
Zap Goblin Gang Electro Wizard Mega Knight
Mega Knight Bats Goblin Gang Electro Wizard
Mega Knight Bats Zap Archers Goblin Gang Electro Wizard
Zap Bats Archers Princess Electro Wizard Mega Knight
Electro Wizard
Goblin Gang Mega Knight Bats Archers Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Archers Electro Wizard
Electro Wizard Zap Archers Goblin Gang Mega Knight
Goblin Gang Mega Knight Bats Zap Electro Wizard
Goblin Gang Mega Knight Bats Zap Electro Wizard
Goblin Gang Mega Knight
Bats Zap Archers Goblin Gang Princess Electro Wizard
Goblin Gang Bats Archers Electro Wizard
Mega Knight
Zap Electro Wizard Mega Knight Bats
Goblin Gang
Mega Knight Bats
Mega Knight Zap Electro Wizard
Mega Knight Goblin Gang
Archers Princess Mega Knight
Goblin Gang Electro Wizard Bats Zap Archers
Bats Mega Knight Zap Archers Princess 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.)

Princess
Zap Princess Electro Wizard
Zap Mega Knight
Bats Zap Princess
Archers Princess
Zap Princess
Zap
Bats Goblin Gang Electro Wizard
Zap Princess Electro Wizard
Zap Archers Princess
Princess
Princess
Princess Zap
Zap Princess
Princess Mega Knight
Bats
Zap Archers Princess Electro Wizard Mega Knight
Zap Princess Mega Knight
Mega Knight
Princess
Zap
Zap Princess Mega Knight
Zap Princess Electro Wizard
Zap Princess Mega Knight
Zap
Bats Zap Archers Princess Electro Wizard
Zap Electro Wizard Bats
Zap Mega Knight
Zap Princess Electro Wizard
Mega Knight
Princess
Zap Electro Wizard Bats Archers Goblin Gang Princess
Zap Archers Princess Electro Wizard
Goblin Gang Princess Electro Wizard Mega Knight
Zap Princess
Zap
Mega Knight
Zap Bats Goblin Gang Princess Electro Wizard
Bats Zap Princess Electro Wizard
Zap Princess Electro Wizard Mega Knight

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