My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Bats Little Prince

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

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 Little Prince

Offensive cards

Win conditions

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

Mortar Miner

Damage spells

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

Zap Void

Punishments

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

Mortar Miner

Pump responses

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

Void Miner

Dropped at the bridge

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

Fire Spirit Knight Mortar

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.

Miner

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 Miner
Giant Snowball
Fire Spirit Bats Miner Little Prince
Zap
Fire Spirit Bats Mortar Little Prince
Barbarian Barrel
Fire Spirit Knight Mortar Little Prince
The Log
Fire Spirit Little Prince
Earthquake
Mortar
Arrows
Fire Spirit Bats Little Prince
Royal Delivery
Fire Spirit Bats Knight Miner Little Prince
Fireball
Mortar Little Prince
Poison
Bats Mortar Little Prince
Lightning
Knight Mortar Little Prince
Rocket
Mortar Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Mortar

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.

Fire Spirit Bats Knight Miner

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.

Fire Spirit

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Zap Knight Void Miner Little Prince Mortar

Shortest cycle

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

8 Fire Spirit Bats Zap Knight

Attack Synergies 7 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.

Fire Spirit
Miner Zap Knight Mortar
Bats
Knight Miner Zap Mortar
Zap
Void Miner Fire Spirit Bats Knight Mortar Little Prince
Knight
Bats Mortar Fire Spirit Zap Miner Little Prince
Mortar
Knight Miner Fire Spirit Bats Zap
Void
Zap
Miner
Fire Spirit Bats Zap Mortar Knight
Little Prince
Zap Knight

Defense Synergies 3 9

Fire Spirit
Knight Zap
Bats
Knight Zap Mortar
Zap
Fire Spirit Bats Knight Mortar Void Miner Little Prince
Knight
Fire Spirit Bats Little Prince Zap Mortar
Mortar
Bats Zap Knight
Void
Zap
Miner
Zap
Little Prince
Knight Zap

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 Knight Mortar Void
Bats Zap Knight Mortar
Mortar Fire Spirit Bats Knight Void
Bats Knight Mortar
Fire Spirit Bats Zap
Bats Fire Spirit Zap Mortar Void Little Prince
Zap Void
Mortar
Knight Fire Spirit Miner Little Prince
Bats Zap Knight
Bats Zap
Mortar Fire Spirit Bats Zap Knight
Fire Spirit Bats Zap Mortar
Knight Mortar
Zap Mortar
Bats Knight Mortar
Fire Spirit Mortar Bats Zap Knight Little Prince
Zap Mortar Fire Spirit Bats Knight Little Prince
Mortar
Fire Spirit Bats Knight Little Prince

Counters to secondary win conditions

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

Knight Zap Void
Void Zap Knight Mortar Miner
Bats Zap Knight
Bats Zap Knight
Knight
Fire Spirit Bats Zap
Bats Knight Void
Knight
Zap Void Bats Knight Mortar
Bats Knight
Zap Void
Knight
Bats Zap Knight Mortar Little Prince
Bats Zap
Mortar Void

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.)

Void Knight Mortar
Mortar Void Zap Miner
Void Miner
Knight Void
Fire Spirit Zap Mortar
Fire Spirit Bats Zap
Fire Spirit Mortar
Fire Spirit Zap
Void Miner Zap Mortar
Fire Spirit Bats Void
Void Miner Zap Knight Mortar
Void Fire Spirit Zap
Fire Spirit Knight Mortar Void Miner
Mortar Void
Zap Mortar
Zap Mortar
Mortar
Mortar
Bats
Void Fire Spirit Zap Mortar
Fire Spirit Zap Mortar Miner Little Prince
Void
Void
Void
Zap Mortar Void
Zap Fire Spirit Mortar Little Prince
Mortar Void Miner Zap
Void Zap Mortar Miner
Void Miner Zap Mortar
Fire Spirit Bats Zap Little Prince
Zap Bats Void
Void
Void Zap Mortar Miner
Zap Void
Zap Fire Spirit Bats Void
Fire Spirit Zap
Void Miner Knight
Zap Mortar
Void Zap
Zap Bats
Bats Zap Void
Void Zap Mortar Miner Little Prince

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