My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 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 Firecracker Wizard

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 Wizard Mega Knight Golden 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.

Zap

Punishments

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

Elixir Golem Mega Knight Golden 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.

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 Golden 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 Elixir Golem Guards
Giant Snowball
Bats Guards
Zap
Bats Firecracker Guards
Barbarian Barrel
Firecracker Elixir Golem Wizard Guards
The Log
Firecracker Elixir Golem Guards
Earthquake
Firecracker Elixir Golem Guards
Arrows
Bats Firecracker Guards
Royal Delivery
Bats Firecracker Elixir Golem Wizard Guards
Fireball
Firecracker Elixir Golem Wizard
Poison
Bats Firecracker Elixir Golem Wizard Guards
Lightning
Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Wizard 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 Guards 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.

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 Zap Firecracker Elixir Golem Guards Golden Knight Wizard Mega Knight

Shortest cycle

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

10 Bats Zap Firecracker Elixir Golem

Attack Synergies 3 9

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 Firecracker Elixir Golem
Zap
Firecracker Bats Elixir Golem Guards Mega Knight
Firecracker
Zap Elixir Golem Bats Mega Knight
Elixir Golem
Firecracker Bats Zap Wizard
Wizard
Elixir Golem Mega Knight
Guards
Zap
Mega Knight
Bats Zap Firecracker Wizard
Golden Knight

Defense Synergies 1 13

Bats
Zap Firecracker Mega Knight Golden Knight
Zap
Mega Knight Bats Firecracker Guards Golden Knight
Firecracker
Bats Zap Guards Mega Knight Golden Knight
Elixir Golem
Wizard
Guards Mega Knight Golden Knight
Guards
Zap Firecracker Wizard
Mega Knight
Zap Bats Firecracker Wizard
Golden Knight
Bats Zap Firecracker Wizard

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 Firecracker Wizard Golden Knight
Bats Zap Firecracker Mega Knight
Mega Knight Bats
Bats Firecracker Guards Mega Knight
Firecracker Mega Knight
Bats Zap Firecracker Guards Mega Knight
Bats Zap Firecracker Wizard
Zap Mega Knight Golden Knight
Guards Firecracker Mega Knight
Bats Guards Zap Firecracker Wizard Mega Knight
Bats Zap Firecracker Wizard
Mega Knight Bats Zap Wizard Guards
Wizard Mega Knight Bats Zap Firecracker Guards Golden Knight
Mega Knight
Zap Mega Knight
Wizard Mega Knight Bats Firecracker
Mega Knight Bats Zap Firecracker Wizard Guards Golden Knight
Zap Wizard Bats Firecracker Guards Mega Knight
Wizard Mega Knight Bats Firecracker Guards

Counters to secondary win conditions

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

Guards Mega Knight Zap
Zap Firecracker Wizard Mega Knight
Guards Mega Knight Bats Zap Golden Knight
Guards Mega Knight Bats Zap
Guards Mega Knight
Firecracker Wizard Bats Zap
Guards Bats
Mega Knight
Zap Mega Knight Bats Firecracker
Guards
Mega Knight Bats Guards Golden Knight
Mega Knight Zap Guards
Mega Knight Wizard Guards Golden Knight
Wizard Firecracker Mega Knight
Guards Bats Zap Firecracker Golden Knight
Bats Mega Knight Zap Firecracker Wizard Golden Knight
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.)

Firecracker Guards Golden Knight
Firecracker Zap Golden Knight
Firecracker Guards
Wizard Zap Firecracker Mega Knight
Firecracker Wizard Bats Zap
Firecracker Wizard
Zap Firecracker Wizard
Zap Firecracker Wizard Golden Knight
Bats Guards
Firecracker Zap Wizard Golden Knight
Zap Firecracker Wizard
Firecracker Golden Knight
Firecracker
Zap Firecracker
Zap Firecracker Wizard Golden Knight
Firecracker Wizard Mega Knight
Bats
Zap Firecracker Wizard Mega Knight
Zap Firecracker Wizard Mega Knight Golden Knight
Mega Knight
Wizard
Zap
Zap Firecracker Wizard Mega Knight
Firecracker Zap Wizard Golden Knight
Zap Wizard Mega Knight Golden Knight
Zap Firecracker Golden Knight
Bats Zap Firecracker Wizard
Zap Bats Firecracker Wizard Guards
Zap Wizard Mega Knight
Zap Firecracker
Mega Knight
Firecracker Wizard
Zap Bats Guards
Zap Firecracker Wizard
Firecracker Wizard Mega Knight
Zap Firecracker Wizard
Zap
Firecracker Mega Knight
Zap Bats Firecracker Guards Golden Knight
Firecracker Bats Zap
Zap Firecracker Mega Knight Golden Knight
Firecracker Wizard Mega Knight

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