My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Goblin Gang Firecracker Musketeer Zappies

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 Elixir Golem Musketeer Zappies Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Rage

Punishments

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

Goblin Gang Elixir Golem 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 Elixir Golem 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

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 Elixir Golem
Giant Snowball
Bats Goblin Gang Musketeer Zappies
Zap
Bats Goblin Gang Firecracker Zappies
Barbarian Barrel
Goblin Gang Firecracker Elixir Golem Musketeer Zappies
The Log
Goblin Gang Firecracker Elixir Golem Musketeer Zappies
Earthquake
Goblin Gang Firecracker Elixir Golem Zappies
Arrows
Bats Goblin Gang Firecracker Zappies
Royal Delivery
Bats Goblin Gang Firecracker Elixir Golem Musketeer Zappies
Fireball
Goblin Gang Firecracker Elixir Golem Musketeer Zappies
Poison
Bats Goblin Gang Firecracker Elixir Golem Musketeer Zappies
Lightning
Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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 Elixir Golem Rage 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.

Goblin Gang Musketeer

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.

Bats Rage Goblin Gang Firecracker Elixir Golem Musketeer Zappies Mega Knight

Shortest cycle

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

10 Bats Rage Goblin Gang Firecracker

Attack Synergies 3 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.

Bats
Mega Knight Firecracker Elixir Golem Rage
Goblin Gang
Firecracker Elixir Golem
Firecracker
Elixir Golem Bats Goblin Gang Zappies Mega Knight
Elixir Golem
Firecracker Rage Bats Goblin Gang Musketeer Zappies
Musketeer
Elixir Golem Mega Knight
Zappies
Firecracker Elixir Golem Rage Mega Knight
Rage
Elixir Golem Bats Zappies
Mega Knight
Bats Firecracker Musketeer Zappies

Defense Synergies 1 12

Bats
Firecracker Musketeer Zappies Mega Knight
Goblin Gang
Musketeer Firecracker Zappies
Firecracker
Bats Goblin Gang Musketeer Zappies Mega Knight
Elixir Golem
Musketeer
Goblin Gang Bats Firecracker Zappies Mega Knight
Zappies
Bats Goblin Gang Firecracker Musketeer Mega Knight
Rage
Mega Knight
Bats Firecracker Musketeer Zappies

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 Musketeer Zappies
Bats Goblin Gang Firecracker Musketeer Zappies Mega Knight
Goblin Gang Mega Knight Bats Musketeer Zappies
Bats Goblin Gang Firecracker Musketeer Zappies Mega Knight
Firecracker Mega Knight
Goblin Gang Bats Firecracker Musketeer Zappies Mega Knight
Bats Musketeer Goblin Gang Firecracker Zappies
Musketeer Mega Knight
Zappies Goblin Gang Musketeer
Goblin Gang Firecracker Musketeer Zappies Mega Knight
Bats Goblin Gang Firecracker Musketeer Zappies Mega Knight
Musketeer Bats Goblin Gang Firecracker Zappies
Mega Knight Bats Goblin Gang Musketeer Zappies
Mega Knight Bats Goblin Gang Firecracker Zappies
Goblin Gang Zappies Mega Knight
Goblin Gang Zappies Mega Knight
Mega Knight Bats Goblin Gang Firecracker Musketeer Zappies
Mega Knight Bats Goblin Gang Firecracker Musketeer Zappies
Bats Firecracker Musketeer Zappies Mega Knight
Musketeer Zappies
Goblin Gang Mega Knight Bats Firecracker Musketeer Zappies
Zappies

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zappies
Goblin Gang Firecracker Musketeer Mega Knight
Goblin Gang Zappies Mega Knight Bats Musketeer
Goblin Gang Mega Knight Bats Musketeer Zappies
Goblin Gang Musketeer Zappies Mega Knight
Firecracker Bats Goblin Gang Musketeer Zappies
Goblin Gang Bats Musketeer Zappies
Mega Knight Zappies
Mega Knight Bats Firecracker Zappies
Goblin Gang Musketeer Zappies
Mega Knight Bats Musketeer Zappies
Mega Knight
Mega Knight Goblin Gang Zappies
Firecracker Musketeer Zappies Mega Knight
Goblin Gang Zappies Bats Firecracker Musketeer
Bats Mega Knight Firecracker Musketeer Zappies

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 Musketeer
Firecracker Musketeer
Firecracker Musketeer
Firecracker Mega Knight
Firecracker Bats Musketeer
Firecracker Musketeer
Firecracker
Firecracker
Bats Goblin Gang Musketeer
Firecracker Musketeer
Firecracker Musketeer
Firecracker Musketeer
Firecracker Musketeer
Firecracker Musketeer
Firecracker Musketeer
Firecracker Musketeer Mega Knight
Bats
Firecracker Musketeer Mega Knight
Firecracker Mega Knight
Musketeer Mega Knight
Musketeer
Musketeer
Firecracker Mega Knight
Firecracker Musketeer
Musketeer Mega Knight
Firecracker Musketeer
Bats Firecracker Musketeer
Bats Firecracker Musketeer Zappies
Musketeer Mega Knight
Firecracker Zappies
Mega Knight
Firecracker
Bats Goblin Gang Musketeer Zappies
Firecracker Musketeer Zappies
Goblin Gang Firecracker Musketeer Mega Knight
Firecracker Musketeer
Firecracker Musketeer Mega Knight
Bats Goblin Gang Firecracker Musketeer Zappies
Firecracker Bats Musketeer Zappies
Firecracker Musketeer Mega Knight
Firecracker Mega Knight

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