My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Goblin Gang Firecracker

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 Battle Ram Dark Prince P.E.K.K.A Royal Ghost

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

The Log

Punishments

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

Goblin Gang Battle Ram Dark Prince Royal Ghost

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 Battle Ram Dark Prince P.E.K.K.A Royal Ghost

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 Royal Ghost

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 Battle Ram Dark Prince
Giant Snowball
Bats Goblin Gang Battle Ram
Zap
Bats Goblin Gang Firecracker Battle Ram Dark Prince
Barbarian Barrel
Goblin Gang Firecracker Battle Ram Dark Prince Royal Ghost
The Log
Goblin Gang Firecracker Battle Ram Dark Prince
Earthquake
Goblin Gang Firecracker
Arrows
Bats Goblin Gang Firecracker
Royal Delivery
Bats Goblin Gang Firecracker Battle Ram Dark Prince P.E.K.K.A Royal Ghost
Fireball
Goblin Gang Firecracker Battle Ram
Poison
Bats Goblin Gang Firecracker
Lightning
Battle Ram Dark Prince
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Dark Prince The Log Royal Ghost

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 Battle Ram Dark Prince P.E.K.K.A Royal Ghost

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

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 Goblin Gang Firecracker Royal Ghost Battle Ram Dark Prince P.E.K.K.A

Shortest cycle

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

10 Bats The Log Goblin Gang Firecracker

Attack Synergies 1 16

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 Battle Ram Dark Prince P.E.K.K.A
Goblin Gang
Firecracker Battle Ram Dark Prince P.E.K.K.A Royal Ghost
Firecracker
Bats Goblin Gang Battle Ram Dark Prince P.E.K.K.A
Battle Ram
The Log Bats Goblin Gang Firecracker P.E.K.K.A Royal Ghost
Dark Prince
Bats Goblin Gang Firecracker Royal Ghost
P.E.K.K.A
Bats Goblin Gang Firecracker Battle Ram The Log
The Log
Battle Ram P.E.K.K.A
Royal Ghost
Goblin Gang Battle Ram Dark Prince

Defense Synergies 2 13

Bats
Firecracker Dark Prince P.E.K.K.A The Log
Goblin Gang
Firecracker Dark Prince P.E.K.K.A The Log
Firecracker
The Log Bats Goblin Gang Dark Prince P.E.K.K.A
Battle Ram
Dark Prince
Bats Goblin Gang Firecracker The Log Royal Ghost
P.E.K.K.A
The Log Bats Goblin Gang Firecracker
The Log
Firecracker P.E.K.K.A Bats Goblin Gang Dark Prince Royal Ghost
Royal Ghost
Dark Prince 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.

Firecracker The Log
P.E.K.K.A Bats Goblin Gang Firecracker Dark Prince The Log
Goblin Gang P.E.K.K.A Bats Dark Prince
P.E.K.K.A Bats Goblin Gang Firecracker Dark Prince
Firecracker Dark Prince P.E.K.K.A The Log
Goblin Gang The Log Bats Firecracker Dark Prince Royal Ghost
Bats Goblin Gang Firecracker
P.E.K.K.A The Log
P.E.K.K.A Goblin Gang
Goblin Gang Firecracker Dark Prince Royal Ghost
Bats Goblin Gang Firecracker Dark Prince The Log Royal Ghost
Bats Goblin Gang Firecracker
P.E.K.K.A Bats Goblin Gang Dark Prince The Log
Bats Goblin Gang Firecracker Dark Prince P.E.K.K.A The Log Royal Ghost
P.E.K.K.A Goblin Gang
Goblin Gang P.E.K.K.A The Log
Bats Goblin Gang Firecracker Dark Prince P.E.K.K.A
Bats Goblin Gang Firecracker Dark Prince The Log Royal Ghost
The Log Bats Firecracker Dark Prince Royal Ghost
P.E.K.K.A
Goblin Gang Dark Prince Royal Ghost Bats Firecracker P.E.K.K.A The Log

Counters to secondary win conditions

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

Goblin Gang Dark Prince P.E.K.K.A Royal Ghost
Goblin Gang Firecracker The Log Royal Ghost
Goblin Gang P.E.K.K.A Bats Dark Prince The Log
Goblin Gang Dark Prince P.E.K.K.A Bats The Log
P.E.K.K.A Goblin Gang Dark Prince
Firecracker Bats Goblin Gang
Goblin Gang Dark Prince P.E.K.K.A Bats
P.E.K.K.A Dark Prince
P.E.K.K.A Bats Firecracker Dark Prince The Log
P.E.K.K.A Goblin Gang
P.E.K.K.A Bats Dark Prince
P.E.K.K.A Dark Prince The Log
Dark Prince P.E.K.K.A Goblin Gang
Firecracker
Goblin Gang Bats Firecracker Dark Prince P.E.K.K.A The Log
Bats Firecracker Dark Prince P.E.K.K.A The Log Royal Ghost

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 The Log Royal Ghost
Firecracker The Log Royal Ghost
The Log
Firecracker Dark Prince The Log
Firecracker Dark Prince The Log
Firecracker Bats
Firecracker The Log
The Log Firecracker
The Log Firecracker
Bats Goblin Gang
Firecracker Dark Prince The Log
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker The Log
Firecracker The Log
Bats
Firecracker Dark Prince The Log
Firecracker The Log
The Log
The Log
The Log
Firecracker The Log Dark Prince
Firecracker The Log Royal Ghost
The Log
Firecracker The Log
Bats Firecracker
Bats Firecracker
The Log
Firecracker
P.E.K.K.A
Firecracker The Log
Bats Goblin Gang Dark Prince
Firecracker
The Log
Goblin Gang Firecracker Dark Prince
The Log Firecracker
Firecracker Dark Prince P.E.K.K.A
Bats Goblin Gang Firecracker The Log
Firecracker Bats
Firecracker Dark Prince The Log Royal Ghost
P.E.K.K.A
Firecracker

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