My Best Clash Royale Deck

Deck Check Rating

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

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 Baby Dragon Ram Rider Little Prince

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 Knight Baby Dragon Ram Rider Mega Knight Little Prince

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.

Fireball The Log

Punishments

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

Ram Rider Mega Knight

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.

Knight Baby Dragon Ram Rider 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.

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 Ram Rider
Giant Snowball
Bats Baby Dragon Ram Rider Little Prince
Zap
Bats Ram Rider Little Prince
Barbarian Barrel
Knight Little Prince
The Log
Ram Rider Little Prince
Earthquake
Arrows
Bats Little Prince
Royal Delivery
Bats Knight Baby Dragon Ram Rider Little Prince
Fireball
Baby Dragon Ram Rider Little Prince
Poison
Bats Little Prince
Lightning
Knight Baby Dragon Ram Rider Little Prince
Rocket
Ram Rider Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon The Log 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 Knight Baby Dragon 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.

Fireball

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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Knight Little Prince Fireball Baby Dragon Ram Rider Mega Knight

Shortest cycle

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

10 Bats The Log Knight Little Prince

Attack Synergies 3 17

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
Knight Mega Knight Baby Dragon Ram Rider
Knight
Bats Baby Dragon Fireball The Log Ram Rider Little Prince
Fireball
Knight Baby Dragon The Log Ram Rider Mega Knight Little Prince
Baby Dragon
Knight Bats Fireball Ram Rider Mega Knight
The Log
Knight Fireball Ram Rider Mega Knight Little Prince
Ram Rider
Bats Knight Fireball Baby Dragon The Log Mega Knight
Mega Knight
Bats Fireball Baby Dragon The Log Ram Rider
Little Prince
Knight Fireball The Log

Defense Synergies 3 15

Bats
Knight Baby Dragon The Log Mega Knight
Knight
Bats Little Prince Fireball Baby Dragon The Log
Fireball
The Log Knight Ram Rider Mega Knight Little Prince
Baby Dragon
Bats Knight The Log Mega Knight Little Prince
The Log
Fireball Bats Knight Baby Dragon Ram Rider Mega Knight Little Prince
Ram Rider
Fireball The Log
Mega Knight
Bats Fireball Baby Dragon The Log
Little Prince
Knight Fireball Baby Dragon 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.

Knight Fireball Baby Dragon The Log Ram Rider
Bats Knight The Log Ram Rider Mega Knight
Ram Rider Mega Knight Bats Knight
Bats Knight Ram Rider Mega Knight
Fireball The Log Mega Knight
Fireball The Log Bats Baby Dragon Mega Knight
Bats Ram Rider Fireball Baby Dragon Little Prince
Fireball Baby Dragon The Log Ram Rider Mega Knight
Knight Mega Knight Little Prince
Bats Knight Fireball Baby Dragon The Log Ram Rider Mega Knight
Bats Fireball Baby Dragon Ram Rider
Mega Knight Bats Knight Fireball The Log Ram Rider
Fireball Mega Knight Bats Baby Dragon The Log
Knight Ram Rider Mega Knight
Fireball The Log Ram Rider Mega Knight
Mega Knight Bats Knight Fireball
Fireball Mega Knight Bats Knight Baby Dragon The Log Ram Rider Little Prince
Baby Dragon The Log Bats Knight Fireball Ram Rider Mega Knight Little Prince
Ram Rider
Mega Knight Bats Knight Fireball Baby Dragon The Log Little Prince

Counters to secondary win conditions

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

Knight Mega Knight Fireball
Fireball Knight Baby Dragon The Log Mega Knight
Mega Knight Bats Knight The Log Ram Rider
Mega Knight Bats Knight Fireball The Log Ram Rider
Knight Ram Rider Mega Knight
Fireball Bats Baby Dragon Ram Rider
Bats Knight Fireball Ram Rider
Mega Knight Knight
Mega Knight Bats Knight Fireball Baby Dragon The Log
Mega Knight Bats Knight
Mega Knight Fireball The Log
Mega Knight Knight Fireball Ram Rider
Fireball Baby Dragon Mega Knight
Bats Knight Fireball Baby Dragon The Log Little Prince
Bats Mega Knight Fireball Baby Dragon The Log
Fireball

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 Knight Baby Dragon The Log
Fireball Baby Dragon The Log Ram Rider
Fireball Baby Dragon The Log
Knight Fireball The Log
Fireball Baby Dragon The Log Mega Knight
Fireball Bats Baby Dragon Ram Rider
Baby Dragon The Log
Fireball The Log Baby Dragon Ram Rider
Fireball The Log Ram Rider
Bats Fireball
Knight Fireball The Log Ram Rider
Fireball Baby Dragon
Knight Fireball Baby Dragon The Log
Fireball Baby Dragon
Fireball Baby Dragon The Log
Fireball Baby Dragon The Log
Fireball Baby Dragon The Log Mega Knight
Fireball
Bats
Fireball Baby Dragon The Log Mega Knight
Fireball Baby Dragon The Log Mega Knight Little Prince
Fireball Baby Dragon The Log Mega Knight
Fireball
The Log
Fireball Baby Dragon The Log
The Log Fireball Baby Dragon Mega Knight Little Prince
Fireball The Log Baby Dragon Ram Rider
Fireball Baby Dragon The Log Ram Rider Mega Knight
Fireball Baby Dragon The Log
Bats Fireball Baby Dragon Little Prince
Bats Fireball
Fireball
Fireball The Log Mega Knight
Fireball
Mega Knight
Fireball The Log
Bats Fireball
Fireball Baby Dragon Ram Rider
The Log Fireball
Fireball Knight Baby Dragon Mega Knight
The Log Fireball Baby Dragon
Fireball
Mega Knight
Bats Fireball Baby Dragon The Log
Bats Fireball
Fireball Baby Dragon The Log Mega Knight Little Prince
Fireball Mega Knight

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