My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

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 Firecracker Hunter Ram Rider

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 Dark Prince Hunter Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Rocket The Log

Punishments

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

Dark Prince Ram Rider

Pump responses

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

Rocket

Dropped at the bridge

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

Dark Prince Ram Rider

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 Dark Prince Ram Rider

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 Skeleton Army Dark Prince Ram Rider
Giant Snowball
Bats Skeleton Army Ram Rider
Zap
Bats Firecracker Skeleton Army Dark Prince Ram Rider
Barbarian Barrel
Firecracker Skeleton Army Dark Prince Hunter
The Log
Firecracker Skeleton Army Dark Prince Hunter Ram Rider
Earthquake
Firecracker Skeleton Army
Arrows
Bats Firecracker Skeleton Army
Royal Delivery
Bats Firecracker Skeleton Army Dark Prince Hunter Ram Rider
Fireball
Firecracker Skeleton Army Hunter Ram Rider
Poison
Bats Firecracker Skeleton Army Hunter
Lightning
Dark Prince Hunter Ram Rider
Rocket
Hunter Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker Rocket Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Rocket Dark Prince Hunter 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 Rocket Skeleton Army Dark 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.

Skeleton Army

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats The Log Firecracker Skeleton Army Dark Prince Hunter Ram Rider Rocket

Shortest cycle

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

10 Bats The Log Firecracker Skeleton Army

Attack Synergies 0 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
Firecracker Dark Prince Ram Rider
Firecracker
Bats Dark Prince Ram Rider
Rocket
Skeleton Army
Dark Prince
Bats Firecracker Ram Rider
Hunter
Ram Rider
The Log
Ram Rider
Ram Rider
Bats Firecracker Dark Prince Hunter The Log

Defense Synergies 1 14

Bats
Firecracker Dark Prince Hunter The Log
Firecracker
The Log Bats Skeleton Army Dark Prince Hunter
Rocket
The Log
Skeleton Army
Firecracker The Log
Dark Prince
Bats Firecracker Hunter The Log
Hunter
Bats Firecracker Dark Prince The Log Ram Rider
The Log
Firecracker Bats Rocket Skeleton Army Dark Prince Hunter Ram Rider
Ram Rider
Hunter 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.

Rocket Firecracker The Log Ram Rider
Skeleton Army Hunter Bats Firecracker Dark Prince The Log Ram Rider
Rocket Skeleton Army Hunter Ram Rider Bats Dark Prince
Skeleton Army Hunter Bats Firecracker Dark Prince Ram Rider
Firecracker Rocket Skeleton Army Dark Prince The Log
Skeleton Army The Log Bats Firecracker Dark Prince Hunter
Bats Rocket Hunter Ram Rider Firecracker
Rocket The Log Ram Rider
Hunter Skeleton Army
Skeleton Army Firecracker Dark Prince Hunter
Bats Skeleton Army Firecracker Dark Prince Hunter The Log Ram Rider
Hunter Bats Firecracker Ram Rider
Skeleton Army Hunter Bats Rocket Dark Prince The Log Ram Rider
Rocket Skeleton Army Bats Firecracker Dark Prince Hunter The Log
Skeleton Army Hunter Ram Rider
Rocket Skeleton Army Hunter The Log Ram Rider
Bats Firecracker Skeleton Army Dark Prince Hunter
Bats Firecracker Skeleton Army Dark Prince Hunter The Log Ram Rider
Hunter The Log Bats Firecracker Dark Prince Ram Rider
Hunter Ram Rider
Skeleton Army Dark Prince Bats Firecracker Hunter The Log

Counters to secondary win conditions

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

Skeleton Army Dark Prince
Firecracker Rocket Hunter The Log
Skeleton Army Bats Rocket Dark Prince Hunter The Log Ram Rider
Rocket Skeleton Army Dark Prince Hunter Bats The Log Ram Rider
Skeleton Army Dark Prince Hunter Ram Rider
Firecracker Rocket Bats Hunter Ram Rider
Rocket Skeleton Army Dark Prince Bats Hunter Ram Rider
Skeleton Army Dark Prince Hunter
Rocket Bats Firecracker Skeleton Army Dark Prince The Log
Skeleton Army
Bats Dark Prince Hunter
Rocket Skeleton Army Dark Prince The Log
Rocket Skeleton Army Dark Prince Hunter Ram Rider
Firecracker Skeleton Army
Skeleton Army Bats Firecracker Rocket Dark Prince Hunter The Log
Bats Firecracker Dark Prince Hunter 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.)

Firecracker Rocket The Log
Firecracker The Log Ram Rider
Rocket The Log
Firecracker Rocket Dark Prince The Log
Rocket Firecracker Dark Prince The Log
Firecracker Bats Rocket Hunter Ram Rider
Firecracker The Log
The Log Firecracker Hunter Ram Rider
The Log Firecracker Ram Rider
Rocket Bats
Firecracker Rocket Dark Prince The Log Ram Rider
Firecracker Rocket
Rocket Firecracker Hunter The Log
Firecracker Rocket
Firecracker The Log
Rocket Firecracker Hunter The Log
Firecracker Rocket The Log
Rocket
Bats Rocket
Rocket Firecracker Dark Prince Hunter The Log
Rocket Firecracker The Log
Rocket The Log
Rocket
Rocket The Log
Rocket The Log
Firecracker The Log Dark Prince Hunter
Firecracker The Log Hunter Ram Rider
The Log Ram Rider
Rocket Firecracker The Log
Bats Firecracker Hunter
Rocket Bats Firecracker
Rocket Hunter The Log
Rocket Firecracker
Rocket Firecracker The Log
Bats Rocket Skeleton Army Dark Prince
Rocket Firecracker Hunter Ram Rider
The Log
Firecracker Rocket Dark Prince Hunter
The Log Firecracker
Rocket
Firecracker Dark Prince
Bats Firecracker Rocket The Log
Firecracker Bats Rocket
Firecracker Rocket Dark Prince The Log

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