My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bats Firecracker Inferno Dragon

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 Firecracker Battle Ram Bandit Inferno Dragon 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.

Tornado

Punishments

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

Battle Ram Bandit 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.

Goblins Battle Ram Bandit 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.

Firecracker Bandit

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 Battle Ram Bandit Inferno Dragon
Giant Snowball
Goblins Bats Battle Ram Inferno Dragon
Zap
Goblins Bats Firecracker Battle Ram Bandit Inferno Dragon
Barbarian Barrel
Goblins Firecracker Battle Ram Bandit
The Log
Goblins Firecracker Battle Ram Bandit
Earthquake
Firecracker
Arrows
Goblins Bats Firecracker
Royal Delivery
Goblins Bats Firecracker Battle Ram Bandit Inferno Dragon
Fireball
Firecracker Battle Ram Bandit Inferno Dragon
Poison
Bats Firecracker
Lightning
Battle Ram Bandit Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Tornado 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 Battle Ram Tornado Inferno Dragon Mega Knight

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.

Goblins

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.

Goblins Bats Firecracker Tornado Bandit Battle Ram Inferno Dragon Mega Knight

Shortest cycle

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

10 Goblins Bats Firecracker Tornado

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.

Goblins
Battle Ram
Bats
Mega Knight Firecracker Battle Ram Bandit Inferno Dragon
Firecracker
Bats Battle Ram Tornado Bandit Inferno Dragon Mega Knight
Battle Ram
Bandit Goblins Bats Firecracker Tornado
Tornado
Firecracker Battle Ram Mega Knight
Bandit
Battle Ram Bats Firecracker Mega Knight
Inferno Dragon
Mega Knight Bats Firecracker
Mega Knight
Bats Inferno Dragon Firecracker Tornado Bandit

Defense Synergies 0 13

Goblins
Firecracker Bandit
Bats
Firecracker Bandit Inferno Dragon Mega Knight
Firecracker
Goblins Bats Tornado Bandit Mega Knight
Battle Ram
Tornado
Firecracker Inferno Dragon Mega Knight
Bandit
Goblins Bats Firecracker Mega Knight
Inferno Dragon
Bats Tornado Mega Knight
Mega Knight
Bats Firecracker Tornado Bandit Inferno Dragon

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.

Firecracker
Inferno Dragon Goblins Bats Firecracker Bandit Mega Knight
Tornado Mega Knight Goblins Bats Bandit Inferno Dragon
Inferno Dragon Goblins Bats Firecracker Bandit Mega Knight
Firecracker Tornado Mega Knight
Tornado Goblins Bats Firecracker Bandit Mega Knight
Bats Tornado Inferno Dragon Firecracker
Bandit Mega Knight
Inferno Dragon Goblins Tornado
Tornado Goblins Firecracker Bandit Mega Knight
Goblins Bats Firecracker Tornado Bandit Mega Knight
Inferno Dragon Bats Firecracker Tornado
Mega Knight Bats Bandit
Mega Knight Goblins Bats Firecracker Tornado
Inferno Dragon Bandit Mega Knight
Tornado Bandit Inferno Dragon Mega Knight
Mega Knight Goblins Bats Firecracker Tornado
Mega Knight Goblins Bats Firecracker Tornado Bandit
Tornado Bats Firecracker Bandit Inferno Dragon Mega Knight
Tornado Inferno Dragon
Mega Knight Goblins Bats Firecracker Bandit
Inferno Dragon

Counters to secondary win conditions

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

Mega Knight Goblins Bandit
Bandit Firecracker Inferno Dragon Mega Knight
Bandit Mega Knight Goblins Bats
Mega Knight Bats Tornado Bandit
Bandit Inferno Dragon Mega Knight
Firecracker Bats Tornado
Goblins Bats Bandit
Mega Knight Inferno Dragon
Mega Knight Goblins Bats Firecracker Tornado Bandit Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Bats
Mega Knight Tornado
Mega Knight Bandit
Firecracker Mega Knight
Goblins Bats Firecracker Tornado Inferno Dragon
Bats Mega Knight Firecracker Inferno Dragon

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.)

Firecracker Bandit
Firecracker Tornado Bandit
Bandit
Firecracker
Firecracker Mega Knight
Firecracker Bats Tornado
Firecracker Tornado
Firecracker Tornado
Firecracker Tornado Bandit
Goblins Bats Tornado
Firecracker Tornado Bandit
Firecracker Tornado
Firecracker Bandit
Firecracker Bandit
Firecracker
Firecracker Bandit
Firecracker Bandit Mega Knight
Tornado
Bats
Firecracker Bandit Mega Knight
Firecracker Tornado Mega Knight
Mega Knight
Tornado
Tornado
Firecracker Tornado Mega Knight
Inferno Dragon
Firecracker Tornado Bandit
Tornado Bandit Mega Knight
Firecracker Tornado Bandit
Bats Firecracker Tornado
Bats Firecracker
Bandit Mega Knight
Firecracker
Mega Knight
Firecracker
Bats Bandit
Firecracker Tornado
Firecracker Mega Knight
Firecracker
Tornado
Firecracker Mega Knight
Bats Firecracker Tornado
Firecracker Bats Tornado
Firecracker Tornado Bandit Mega Knight
Inferno Dragon
Firecracker Mega Knight

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