My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Goblin Demolisher Goblin Curse Goblin Machine Mighty Miner Archer Queen Monk

Deck tips

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

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 Wizard Goblin Giant

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 Royal Recruits Wizard Prince Goblin Giant

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Fireball The Log

Punishments

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

Royal Recruits Prince Goblin Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Recruits Prince Goblin Giant

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 Royal Recruits Skeleton Army Prince
Giant Snowball
Bats Royal Recruits Skeleton Army
Zap
Bats Skeleton Army Prince Goblin Giant
Barbarian Barrel
Royal Recruits Wizard Skeleton Army
The Log
Royal Recruits Skeleton Army Prince
Earthquake
Skeleton Army
Arrows
Bats Royal Recruits Skeleton Army
Royal Delivery
Bats Royal Recruits Wizard Skeleton Army Prince
Fireball
Wizard Skeleton Army
Poison
Bats Royal Recruits Wizard Skeleton Army
Lightning
Wizard Prince
Rocket
Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard The Log

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 Royal Recruits Skeleton Army Prince

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.

Fireball 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.

Fireball 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 The Log Skeleton Army Fireball Wizard Prince Goblin Giant Royal Recruits

Shortest cycle

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

11 Bats The Log Skeleton Army Fireball

Attack Synergies 1 8

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
Royal Recruits Prince Goblin Giant
Royal Recruits
Bats
Fireball
Goblin Giant The Log
Wizard
Prince Goblin Giant
Skeleton Army
Prince
Bats Wizard The Log
Goblin Giant
Fireball Bats Wizard The Log
The Log
Fireball Prince Goblin Giant

Defense Synergies 3 12

Bats
Royal Recruits Prince Goblin Giant The Log
Royal Recruits
Bats Skeleton Army The Log
Fireball
Goblin Giant The Log
Wizard
Skeleton Army Prince The Log
Skeleton Army
Royal Recruits Wizard Prince The Log
Prince
The Log Bats Wizard Skeleton Army
Goblin Giant
Fireball Bats The Log
The Log
Fireball Prince Bats Royal Recruits Wizard Skeleton Army Goblin Giant

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.

Royal Recruits Fireball Wizard Goblin Giant The Log
Skeleton Army Bats Royal Recruits Prince The Log
Skeleton Army Prince Bats Royal Recruits
Royal Recruits Skeleton Army Prince Bats
Royal Recruits Fireball Skeleton Army Prince The Log
Fireball Skeleton Army The Log Bats
Bats Fireball Wizard
Royal Recruits Fireball Goblin Giant The Log
Royal Recruits Skeleton Army Prince
Skeleton Army Royal Recruits Prince
Bats Skeleton Army Royal Recruits Fireball Wizard Goblin Giant The Log
Bats Fireball Wizard
Royal Recruits Skeleton Army Prince Bats Fireball Wizard The Log
Fireball Wizard Skeleton Army Bats Royal Recruits Prince The Log
Royal Recruits Skeleton Army Prince
Skeleton Army Royal Recruits Fireball Prince The Log
Wizard Bats Royal Recruits Fireball Skeleton Army Prince
Fireball Bats Royal Recruits Wizard Skeleton Army Prince The Log
Wizard The Log Bats Royal Recruits Fireball
Royal Recruits Prince
Royal Recruits Wizard Skeleton Army Bats Fireball Prince Goblin Giant The Log

Counters to secondary win conditions

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

Royal Recruits Skeleton Army Fireball Prince
Fireball Wizard Prince The Log
Royal Recruits Skeleton Army Bats Prince Goblin Giant The Log
Royal Recruits Skeleton Army Prince Bats Fireball Goblin Giant The Log
Royal Recruits Skeleton Army Prince Goblin Giant
Fireball Wizard Bats Goblin Giant
Royal Recruits Skeleton Army Prince Bats Fireball Goblin Giant
Royal Recruits Skeleton Army Prince Goblin Giant
Royal Recruits Bats Fireball Skeleton Army Prince The Log
Royal Recruits Skeleton Army Goblin Giant
Bats Royal Recruits Prince
Royal Recruits Skeleton Army Fireball Prince Goblin Giant The Log
Royal Recruits Skeleton Army Prince Fireball Wizard Goblin Giant
Royal Recruits Wizard Fireball Skeleton Army
Royal Recruits Skeleton Army Bats Fireball Prince Goblin Giant The Log
Bats Royal Recruits Fireball Wizard The Log

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.)

Fireball Royal Recruits The Log
Fireball The Log
Fireball Goblin Giant The Log
Royal Recruits Fireball Prince The Log
Fireball Wizard The Log
Fireball Wizard Bats Goblin Giant
Wizard The Log
Fireball The Log Wizard
Fireball The Log Wizard
Bats Fireball Prince
Royal Recruits Fireball Wizard Prince The Log
Fireball Wizard
Fireball The Log
Fireball
Fireball Prince The Log
Fireball Wizard The Log
Royal Recruits Fireball Wizard The Log
Fireball
Bats
Fireball Wizard Prince The Log
Fireball Wizard The Log
Fireball Prince The Log
Fireball Wizard
Prince The Log
Royal Recruits Fireball The Log
The Log Fireball Wizard
Fireball The Log Wizard
Fireball Wizard Prince The Log
Fireball The Log
Bats Fireball Wizard
Bats Fireball Wizard
Fireball
Fireball Wizard The Log
Fireball
Prince
Fireball Wizard The Log
Bats Royal Recruits Fireball Skeleton Army Prince
Fireball Wizard
The Log Fireball
Fireball Wizard Prince
The Log Fireball Wizard
Fireball
Royal Recruits Prince
Bats Royal Recruits Fireball The Log
Bats Fireball
Royal Recruits Fireball Prince Goblin Giant The Log

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