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.

Bats Witch Inferno Dragon

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 Witch Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Giant Snowball

Punishments

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

Hog Rider 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.

Hog 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.

Hog 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 Hog Rider Skeleton Army Inferno Dragon
Giant Snowball
Bats Hog Rider Skeleton Army Witch Inferno Dragon
Zap
Bats Skeleton Army Witch Inferno Dragon
Barbarian Barrel
Skeleton Army Witch
The Log
Hog Rider Skeleton Army Witch
Earthquake
Hog Rider Skeleton Army Witch
Arrows
Bats Skeleton Army Witch
Royal Delivery
Bats Hog Rider Skeleton Army Witch Inferno Dragon
Fireball
Hog Rider Skeleton Army Witch Inferno Dragon
Poison
Bats Skeleton Army Witch
Lightning
Witch Inferno Dragon
Rocket
Hog Rider Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Giant Snowball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Giant Snowball 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.

Bats Skeleton Army Inferno 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.

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.

Witch

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 Giant Snowball Skeleton Army Hog Rider Inferno Dragon Witch Mega Knight

Shortest cycle

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

9 Bats Zap Giant Snowball Skeleton Army

Attack Synergies 5 10

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
Hog Rider Mega Knight Zap Inferno Dragon
Zap
Hog Rider Bats Giant Snowball Witch Mega Knight
Giant Snowball
Hog Rider Zap Witch Mega Knight
Hog Rider
Bats Zap Giant Snowball Witch Mega Knight
Skeleton Army
Witch
Zap Giant Snowball Hog Rider Mega Knight
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Zap Giant Snowball Hog Rider Witch

Defense Synergies 2 13

Bats
Zap Giant Snowball Inferno Dragon Mega Knight
Zap
Mega Knight Bats Giant Snowball Skeleton Army Witch Inferno Dragon
Giant Snowball
Mega Knight Bats Zap Witch Inferno Dragon
Hog Rider
Skeleton Army
Zap Inferno Dragon
Witch
Zap Giant Snowball Mega Knight
Inferno Dragon
Bats Zap Giant Snowball Skeleton Army Mega Knight
Mega Knight
Zap Giant Snowball Bats Witch Inferno Dragon

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
Skeleton Army Inferno Dragon Bats Zap Witch Mega Knight
Skeleton Army Witch Mega Knight Bats Giant Snowball Inferno Dragon
Skeleton Army Witch Inferno Dragon Bats Mega Knight
Skeleton Army Mega Knight
Skeleton Army Bats Zap Giant Snowball Mega Knight
Bats Giant Snowball Inferno Dragon Zap Witch
Zap Mega Knight
Witch Inferno Dragon Skeleton Army
Skeleton Army Giant Snowball Mega Knight
Bats Skeleton Army Witch Zap Giant Snowball Mega Knight
Inferno Dragon Bats Zap Giant Snowball Witch
Skeleton Army Mega Knight Bats Zap Giant Snowball Witch
Skeleton Army Mega Knight Bats Zap Giant Snowball Witch
Skeleton Army Inferno Dragon Mega Knight
Skeleton Army Zap Giant Snowball Inferno Dragon Mega Knight
Mega Knight Bats Skeleton Army Witch
Mega Knight Bats Zap Giant Snowball Skeleton Army Witch
Zap Giant Snowball Witch Bats Inferno Dragon Mega Knight
Inferno Dragon
Skeleton Army Mega Knight Bats Giant Snowball Witch

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Giant Snowball Witch
Zap Giant Snowball Inferno Dragon Mega Knight
Skeleton Army Mega Knight Bats Zap Witch
Skeleton Army Mega Knight Bats Zap
Skeleton Army Witch Inferno Dragon Mega Knight
Bats Zap Giant Snowball Witch
Skeleton Army Bats Witch
Mega Knight Skeleton Army Inferno Dragon
Zap Mega Knight Bats Giant Snowball Skeleton Army Witch Inferno Dragon
Witch Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Bats Witch
Skeleton Army Mega Knight Zap Giant Snowball
Skeleton Army Mega Knight Witch
Skeleton Army Witch Mega Knight
Skeleton Army Witch Bats Zap Inferno Dragon
Bats Mega Knight Zap Giant Snowball Witch Inferno Dragon
Zap Giant Snowball

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.)

Zap Giant Snowball
Zap Giant Snowball Mega Knight
Bats Zap Giant Snowball Witch
Witch
Zap Giant Snowball
Zap Giant Snowball
Bats Giant Snowball
Zap
Zap Giant Snowball
Giant Snowball
Zap Giant Snowball
Zap Giant Snowball Witch
Mega Knight
Giant Snowball
Bats
Zap Giant Snowball Mega Knight
Zap Giant Snowball Witch Mega Knight
Mega Knight
Giant Snowball
Zap Giant Snowball
Zap Giant Snowball Witch Mega Knight
Witch Inferno Dragon
Zap Giant Snowball Witch
Zap Giant Snowball Witch Mega Knight
Zap
Bats Zap Giant Snowball Witch
Zap Bats Giant Snowball Witch
Giant Snowball
Zap Giant Snowball Mega Knight
Zap Giant Snowball
Mega Knight
Giant Snowball
Zap Bats Skeleton Army Witch
Zap Giant Snowball Witch
Mega Knight
Zap Giant Snowball
Zap Giant Snowball
Mega Knight
Zap Bats Giant Snowball Witch
Bats Zap Giant Snowball Witch
Zap Giant Snowball Witch Mega Knight
Inferno Dragon
Mega Knight

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