My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Minion Horde

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 Balloon Lumberjack Mega Knight

Offensive cards

Win conditions

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

Balloon

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.

Balloon Lumberjack 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.

Fire Spirit Minion Horde Balloon Lumberjack 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.

Balloon Lumberjack

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 Minion Horde Skeleton Army Balloon
Giant Snowball
Fire Spirit Bats Minion Horde Skeleton Army Balloon Lumberjack
Zap
Fire Spirit Bats Minion Horde Skeleton Army Balloon
Barbarian Barrel
Fire Spirit Skeleton Army Lumberjack
The Log
Fire Spirit Skeleton Army Lumberjack
Earthquake
Skeleton Army
Arrows
Fire Spirit Bats Minion Horde Skeleton Army
Royal Delivery
Fire Spirit Bats Minion Horde Skeleton Army Balloon Lumberjack
Fireball
Minion Horde Skeleton Army Balloon Lumberjack
Poison
Bats Minion Horde Skeleton Army Balloon
Lightning
Balloon Lumberjack
Rocket
Minion Horde Balloon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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.

Fire Spirit Bats Skeleton Army 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.

Fire Spirit Minion Horde

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.

Fire Spirit Bats Zap Skeleton Army Lumberjack Minion Horde Balloon Mega Knight

Shortest cycle

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

8 Fire Spirit Bats Zap Skeleton Army

Attack Synergies 5 11

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.

Fire Spirit
Zap Balloon Lumberjack
Bats
Balloon Mega Knight Zap Lumberjack
Zap
Balloon Fire Spirit Bats Minion Horde Lumberjack Mega Knight
Minion Horde
Mega Knight Zap Lumberjack
Skeleton Army
Balloon
Bats Zap Lumberjack Fire Spirit Mega Knight
Lumberjack
Balloon Fire Spirit Bats Zap Minion Horde Mega Knight
Mega Knight
Bats Minion Horde Zap Balloon Lumberjack

Defense Synergies 1 8

Fire Spirit
Zap
Bats
Zap Lumberjack Mega Knight
Zap
Mega Knight Fire Spirit Bats Minion Horde Skeleton Army Lumberjack
Minion Horde
Zap
Skeleton Army
Zap Lumberjack
Balloon
Lumberjack
Bats Zap Skeleton Army
Mega Knight
Zap Bats

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 Minion Horde
Minion Horde Skeleton Army Lumberjack Bats Zap Mega Knight
Minion Horde Skeleton Army Lumberjack Mega Knight Fire Spirit Bats
Minion Horde Skeleton Army Lumberjack Bats Mega Knight
Skeleton Army Lumberjack Mega Knight
Skeleton Army Fire Spirit Bats Zap Lumberjack Mega Knight
Bats Minion Horde Fire Spirit Zap
Zap Mega Knight
Minion Horde Skeleton Army Lumberjack
Skeleton Army Fire Spirit Minion Horde Lumberjack Mega Knight
Bats Minion Horde Skeleton Army Zap Lumberjack Mega Knight
Minion Horde Bats Zap
Minion Horde Skeleton Army Lumberjack Mega Knight Fire Spirit Bats Zap
Fire Spirit Skeleton Army Mega Knight Bats Zap Minion Horde Lumberjack
Skeleton Army Minion Horde Lumberjack Mega Knight
Minion Horde Skeleton Army Zap Lumberjack Mega Knight
Minion Horde Mega Knight Bats Skeleton Army Lumberjack
Fire Spirit Mega Knight Bats Zap Minion Horde Skeleton Army Lumberjack
Zap Fire Spirit Bats Lumberjack Mega Knight
Lumberjack
Skeleton Army Mega Knight Fire Spirit Bats Minion Horde Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Mega Knight Zap
Zap Lumberjack Mega Knight
Skeleton Army Lumberjack Mega Knight Bats Zap Minion Horde
Skeleton Army Lumberjack Mega Knight Bats Zap Minion Horde
Minion Horde Skeleton Army Lumberjack Mega Knight
Fire Spirit Bats Zap Minion Horde
Skeleton Army Bats Minion Horde Lumberjack
Mega Knight Minion Horde Skeleton Army Lumberjack
Zap Minion Horde Mega Knight Bats Skeleton Army
Minion Horde Skeleton Army
Mega Knight Bats Minion Horde Lumberjack
Skeleton Army Mega Knight Zap
Skeleton Army Mega Knight Minion Horde Lumberjack
Minion Horde Skeleton Army Mega Knight
Skeleton Army Bats Zap Minion Horde Lumberjack
Bats Mega Knight Zap Minion Horde
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.)

Minion Horde
Zap
Minion Horde
Fire Spirit Zap Minion Horde Mega Knight
Fire Spirit Bats Zap Minion Horde
Fire Spirit Minion Horde
Fire Spirit Zap
Zap
Fire Spirit Bats Minion Horde Lumberjack
Zap Minion Horde
Fire Spirit Zap
Fire Spirit
Minion Horde
Zap
Zap Minion Horde
Minion Horde Mega Knight
Bats Minion Horde
Fire Spirit Zap Mega Knight
Fire Spirit Zap Mega Knight
Minion Horde Mega Knight
Zap Minion Horde
Zap Fire Spirit Mega Knight
Minion Horde
Zap
Zap Mega Knight
Zap
Fire Spirit Bats Zap Minion Horde
Zap Bats Minion Horde
Minion Horde
Zap Minion Horde Mega Knight
Zap Minion Horde
Minion Horde Mega Knight
Zap Minion Horde Fire Spirit Bats Skeleton Army
Fire Spirit Zap
Minion Horde Lumberjack Mega Knight
Zap
Zap
Minion Horde Mega Knight
Zap Bats Minion Horde
Bats Zap
Zap Mega Knight
Mega Knight

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