My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

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 Prince 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.

The Log

Punishments

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

Prince 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.

Electro Spirit Prince 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 Spirit Firecracker

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 Prince Sparky
Giant Snowball
Bats
Zap
Bats Firecracker Prince Sparky
Barbarian Barrel
Electro Spirit Firecracker Bomb Tower Sparky
The Log
Electro Spirit Firecracker Prince Sparky
Earthquake
Firecracker Bomb Tower
Arrows
Electro Spirit Bats Firecracker
Royal Delivery
Electro Spirit Bats Firecracker Prince Sparky
Fireball
Firecracker Bomb Tower Sparky
Poison
Bats Firecracker Bomb Tower Sparky
Lightning
Bomb Tower Prince Sparky
Rocket
Bomb Tower Prince Sparky

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker Bomb Tower The Log Sparky 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.

Electro Spirit Bats Prince Sparky Mega Knight

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.

Electro Spirit Bats The Log Firecracker Bomb Tower Prince Sparky Mega Knight

Shortest cycle

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

8 Electro Spirit Bats The Log Firecracker

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.

Electro Spirit
Sparky
Bats
Mega Knight Firecracker Prince Sparky
Firecracker
Bats Prince Sparky Mega Knight
Bomb Tower
Prince
Mega Knight Bats Firecracker The Log
The Log
Prince Sparky Mega Knight
Sparky
Electro Spirit Bats Firecracker The Log
Mega Knight
Bats Prince Firecracker The Log

Defense Synergies 3 12

Electro Spirit
The Log
Bats
Firecracker Bomb Tower Prince The Log Sparky Mega Knight
Firecracker
The Log Bats Bomb Tower Prince Mega Knight
Bomb Tower
The Log Bats Firecracker
Prince
The Log Bats Firecracker
The Log
Firecracker Bomb Tower Prince Electro Spirit Bats Sparky Mega Knight
Sparky
Bats The Log
Mega Knight
Bats Firecracker The Log

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 The Log Sparky
Bomb Tower Sparky Bats Firecracker Prince The Log Mega Knight
Bomb Tower Prince Sparky Mega Knight Bats
Bomb Tower Prince Sparky Bats Firecracker Mega Knight
Firecracker Bomb Tower Prince The Log Sparky Mega Knight
The Log Electro Spirit Bats Firecracker Bomb Tower Mega Knight
Bats Electro Spirit Firecracker Bomb Tower
Electro Spirit Bomb Tower The Log Sparky Mega Knight
Sparky Bomb Tower Prince
Firecracker Prince Sparky Mega Knight
Bats Electro Spirit Firecracker Bomb Tower The Log Mega Knight
Bats Firecracker
Bomb Tower Prince Sparky Mega Knight Bats The Log
Bomb Tower Sparky Mega Knight Electro Spirit Bats Firecracker Prince The Log
Sparky Bomb Tower Prince Mega Knight
Bomb Tower Prince The Log Sparky Mega Knight
Bomb Tower Sparky Mega Knight Bats Firecracker Prince
Bomb Tower Mega Knight Electro Spirit Bats Firecracker Prince The Log
Bomb Tower The Log Electro Spirit Bats Firecracker Mega Knight
Sparky Bomb Tower Prince
Mega Knight Electro Spirit Bats Firecracker Bomb Tower Prince The Log Sparky
Bomb Tower Sparky

Counters to secondary win conditions

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

Mega Knight Prince Sparky
Firecracker Bomb Tower Prince The Log Mega Knight
Mega Knight Bats Bomb Tower Prince The Log Sparky
Prince Mega Knight Bats The Log Sparky
Prince Sparky Mega Knight
Firecracker Electro Spirit Bats Bomb Tower
Prince Sparky Bats Bomb Tower
Mega Knight Bomb Tower Prince Sparky
Mega Knight Electro Spirit Bats Firecracker Bomb Tower Prince The Log Sparky
Sparky
Mega Knight Bats Bomb Tower Prince Sparky
Mega Knight Prince The Log
Prince Mega Knight Bomb Tower Sparky
Firecracker Bomb Tower Sparky Mega Knight
Sparky Electro Spirit Bats Firecracker Bomb Tower Prince The Log
Bats Mega Knight Electro Spirit Firecracker Bomb Tower The Log Sparky
Electro Spirit Bomb Tower

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 The Log Sparky
Firecracker The Log
The Log Sparky
Firecracker Prince The Log Sparky
Firecracker The Log Sparky Mega Knight
Firecracker Electro Spirit Bats
Firecracker The Log Sparky
The Log Firecracker
The Log Firecracker
Bats Prince Sparky
Firecracker Prince The Log Sparky
Firecracker
Firecracker The Log Sparky
Firecracker
Firecracker Prince The Log Sparky
Firecracker The Log Sparky
Firecracker The Log Sparky Mega Knight
Sparky
Bats Sparky
Firecracker Prince The Log Sparky Mega Knight
Firecracker The Log Mega Knight
Prince The Log Sparky Mega Knight
Prince The Log Sparky
The Log
Firecracker The Log Electro Spirit Sparky Mega Knight
Firecracker The Log Sparky
Prince The Log Sparky Mega Knight
Firecracker The Log Sparky
Bats Firecracker Sparky
Electro Spirit Bats Firecracker
Sparky
The Log Sparky Mega Knight
Electro Spirit Firecracker Sparky
Prince Sparky Mega Knight
Firecracker The Log Sparky
Electro Spirit Bats Prince
Firecracker
The Log
Firecracker Prince Sparky Mega Knight
The Log Firecracker
Sparky
Firecracker Prince Sparky Mega Knight
Electro Spirit Bats Firecracker The Log Sparky
Firecracker Bats
Firecracker Prince The Log Sparky Mega Knight
Prince Sparky
Firecracker Sparky Mega Knight

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