My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Bad

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 Goblin Gang Hunter Witch

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 Hunter Witch Sparky Mega Knight

Offensive cards

Win conditions

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

Missing

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 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 Mega Knight

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 Goblin Gang Skeleton Army Sparky
Giant Snowball
Bats Goblin Gang Skeleton Army Witch
Zap
Bats Goblin Gang Skeleton Army Witch Sparky
Barbarian Barrel
Goblin Gang Skeleton Army Hunter Witch Sparky
The Log
Goblin Gang Skeleton Army Hunter Witch Sparky
Earthquake
Goblin Gang Skeleton Army Witch
Arrows
Bats Goblin Gang Skeleton Army Witch
Royal Delivery
Bats Goblin Gang Skeleton Army Hunter Witch Sparky
Fireball
Goblin Gang Skeleton Army Hunter Witch Sparky
Poison
Bats Goblin Gang Skeleton Army Hunter Witch Sparky
Lightning
Hunter Witch Sparky
Rocket
Hunter Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Hunter Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Hunter Sparky 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 Skeleton Army Sparky 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.

Skeleton Army

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 Witch

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Goblin Gang Skeleton Army Hunter Witch Sparky Mega Knight

Shortest cycle

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

10 Bats Zap Goblin Gang Skeleton Army

Attack Synergies 2 10

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 Sparky
Zap
Sparky Bats Hunter Witch Mega Knight
Goblin Gang
Sparky
Skeleton Army
Sparky
Hunter
Zap Sparky Mega Knight
Witch
Zap Mega Knight
Sparky
Zap Bats Goblin Gang Skeleton Army Hunter
Mega Knight
Bats Zap Hunter Witch

Defense Synergies 1 14

Bats
Zap Hunter Sparky Mega Knight
Zap
Mega Knight Bats Goblin Gang Skeleton Army Hunter Witch Sparky
Goblin Gang
Zap Skeleton Army Sparky
Skeleton Army
Zap Goblin Gang Sparky
Hunter
Bats Zap Mega Knight
Witch
Zap Mega Knight
Sparky
Bats Zap Goblin Gang Skeleton Army
Mega Knight
Zap Bats Hunter Witch

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 Sparky
Skeleton Army Hunter Sparky Bats Zap Goblin Gang Witch Mega Knight
Goblin Gang Skeleton Army Hunter Witch Sparky Mega Knight Bats
Skeleton Army Hunter Witch Sparky Bats Goblin Gang Mega Knight
Skeleton Army Sparky Mega Knight
Goblin Gang Skeleton Army Bats Zap Hunter Mega Knight
Bats Hunter Zap Goblin Gang Witch
Zap Sparky Mega Knight
Hunter Witch Sparky Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Hunter Sparky Mega Knight
Bats Goblin Gang Skeleton Army Witch Zap Hunter Mega Knight
Hunter Bats Zap Goblin Gang Witch
Skeleton Army Hunter Sparky Mega Knight Bats Zap Goblin Gang Witch
Skeleton Army Sparky Mega Knight Bats Zap Goblin Gang Hunter Witch
Skeleton Army Sparky Goblin Gang Hunter Mega Knight
Skeleton Army Zap Goblin Gang Hunter Sparky Mega Knight
Sparky Mega Knight Bats Goblin Gang Skeleton Army Hunter Witch
Mega Knight Bats Zap Goblin Gang Skeleton Army Hunter Witch
Zap Hunter Witch Bats Mega Knight
Sparky Hunter
Goblin Gang Skeleton Army Mega Knight Bats Hunter Witch Sparky
Skeleton Army Hunter Sparky

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Mega Knight Zap Witch Sparky
Zap Goblin Gang Hunter Mega Knight
Goblin Gang Skeleton Army Mega Knight Bats Zap Hunter Witch Sparky
Goblin Gang Skeleton Army Hunter Mega Knight Bats Zap Sparky
Goblin Gang Skeleton Army Hunter Witch Sparky Mega Knight
Bats Zap Goblin Gang Hunter Witch
Goblin Gang Skeleton Army Sparky Bats Hunter Witch
Mega Knight Skeleton Army Hunter Sparky
Zap Mega Knight Bats Skeleton Army Witch Sparky
Witch Goblin Gang Skeleton Army Sparky
Mega Knight Bats Hunter Witch Sparky
Skeleton Army Mega Knight Zap
Skeleton Army Mega Knight Goblin Gang Hunter Witch Sparky
Skeleton Army Witch Sparky Mega Knight
Goblin Gang Skeleton Army Witch Sparky Bats Zap Hunter
Bats Mega Knight Zap Hunter Witch Sparky
Zap

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.)

Sparky
Zap
Sparky
Sparky
Zap Sparky Mega Knight
Bats Zap Hunter Witch
Witch Sparky
Zap Hunter
Zap
Bats Goblin Gang Sparky
Zap Sparky
Zap
Hunter Sparky
Zap Sparky
Zap Hunter Witch Sparky
Sparky Mega Knight
Sparky
Bats Sparky
Zap Hunter Sparky Mega Knight
Zap Witch Mega Knight
Sparky Mega Knight
Sparky
Zap
Zap Hunter Witch Sparky Mega Knight
Witch
Zap Hunter Witch Sparky
Zap Witch Sparky Mega Knight
Zap Sparky
Bats Zap Hunter Witch Sparky
Zap Bats Witch
Sparky
Zap Hunter Sparky Mega Knight
Zap Sparky
Sparky Mega Knight
Sparky
Zap Bats Goblin Gang Skeleton Army Witch
Zap Hunter Witch
Goblin Gang Hunter Sparky Mega Knight
Zap
Zap Sparky
Sparky Mega Knight
Zap Bats Goblin Gang Witch Sparky
Bats Zap Witch
Zap Witch Sparky Mega Knight
Sparky
Sparky Mega Knight

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