My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Giant Inferno Dragon Magic Archer

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.

Ice Spirit Bats Knight Goblin Giant Inferno Dragon Magic Archer Mega Knight

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Lightning

Punishments

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

Goblin Giant Mega Knight

Pump responses

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

Lightning

Dropped at the bridge

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

Ice Spirit Knight Goblin Giant Magic Archer 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.

Magic Archer

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 Inferno Dragon
Giant Snowball
Bats Inferno Dragon
Zap
Bats Goblin Giant Inferno Dragon
Barbarian Barrel
Ice Spirit Knight Magic Archer
The Log
Ice Spirit
Earthquake
Arrows
Ice Spirit Bats
Royal Delivery
Ice Spirit Bats Knight Inferno Dragon Magic Archer
Fireball
Inferno Dragon Magic Archer
Poison
Bats Magic Archer
Lightning
Knight Inferno Dragon Magic Archer
Rocket
Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Magic Archer 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.

Ice Spirit Bats Knight Inferno Dragon Mega Knight

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.

Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Bats Knight Inferno Dragon Magic Archer Lightning Goblin Giant Mega Knight

Shortest cycle

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

10 Ice Spirit Bats Knight Inferno Dragon

Attack Synergies 4 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.

Ice Spirit
Knight Bats Goblin Giant Inferno Dragon Mega Knight
Bats
Knight Mega Knight Ice Spirit Goblin Giant Inferno Dragon
Knight
Ice Spirit Bats Magic Archer
Lightning
Goblin Giant
Goblin Giant
Ice Spirit Bats Lightning Magic Archer
Inferno Dragon
Mega Knight Ice Spirit Bats
Magic Archer
Knight Goblin Giant Mega Knight
Mega Knight
Bats Inferno Dragon Ice Spirit Magic Archer

Defense Synergies 2 12

Ice Spirit
Bats Knight Goblin Giant Inferno Dragon Magic Archer Mega Knight
Bats
Knight Ice Spirit Goblin Giant Inferno Dragon Mega Knight
Knight
Bats Magic Archer Ice Spirit
Lightning
Goblin Giant
Ice Spirit Bats Magic Archer
Inferno Dragon
Ice Spirit Bats Mega Knight
Magic Archer
Knight Ice Spirit Goblin Giant Mega Knight
Mega Knight
Ice Spirit Bats Inferno Dragon Magic Archer

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.

Lightning Knight Goblin Giant Magic Archer
Inferno Dragon Ice Spirit Bats Knight Mega Knight
Mega Knight Bats Knight Lightning Inferno Dragon
Inferno Dragon Bats Knight Mega Knight
Lightning Mega Knight
Bats Magic Archer Mega Knight
Bats Lightning Inferno Dragon Ice Spirit Magic Archer
Lightning Goblin Giant Magic Archer Mega Knight
Inferno Dragon
Knight Ice Spirit Mega Knight
Bats Knight Goblin Giant Magic Archer Mega Knight
Inferno Dragon Bats Magic Archer
Mega Knight Ice Spirit Bats Knight Lightning
Mega Knight Ice Spirit Bats Magic Archer
Inferno Dragon Knight Mega Knight
Ice Spirit Lightning Inferno Dragon Mega Knight
Mega Knight Bats Knight
Ice Spirit Mega Knight Bats Knight Magic Archer
Ice Spirit Bats Knight Inferno Dragon Magic Archer Mega Knight
Inferno Dragon
Mega Knight Bats Knight Goblin Giant

Counters to secondary win conditions

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

Knight Mega Knight
Knight Lightning Inferno Dragon Magic Archer Mega Knight
Mega Knight Ice Spirit Bats Knight Lightning Goblin Giant
Lightning Mega Knight Bats Knight Goblin Giant
Knight Goblin Giant Inferno Dragon Mega Knight
Ice Spirit Bats Goblin Giant Magic Archer
Bats Knight Lightning Goblin Giant
Mega Knight Knight Goblin Giant Inferno Dragon
Lightning Mega Knight Ice Spirit Bats Knight Inferno Dragon Magic Archer
Goblin Giant Inferno Dragon
Inferno Dragon Mega Knight Bats Knight
Lightning Mega Knight Goblin Giant
Lightning Mega Knight Knight Goblin Giant
Magic Archer Mega Knight
Ice Spirit Bats Knight Lightning Goblin Giant Inferno Dragon Magic Archer
Bats Mega Knight Inferno Dragon Magic Archer

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.)

Lightning Magic Archer Knight
Magic Archer
Lightning Goblin Giant Magic Archer
Lightning Knight
Magic Archer Mega Knight
Ice Spirit Bats Goblin Giant Magic Archer
Magic Archer
Ice Spirit Lightning Magic Archer
Lightning
Lightning Bats
Lightning Knight Magic Archer
Lightning Magic Archer
Lightning Knight Magic Archer
Lightning Magic Archer
Lightning Magic Archer
Lightning Magic Archer
Lightning Magic Archer Mega Knight
Lightning
Bats Lightning
Lightning Magic Archer Mega Knight
Lightning Magic Archer Mega Knight
Lightning Magic Archer Mega Knight
Lightning
Lightning
Lightning
Ice Spirit Magic Archer Mega Knight
Inferno Dragon
Lightning Magic Archer
Lightning Magic Archer Mega Knight
Lightning Magic Archer
Lightning Bats Magic Archer
Lightning Ice Spirit Bats
Lightning
Lightning Magic Archer Mega Knight
Lightning Ice Spirit Magic Archer
Mega Knight
Lightning Magic Archer
Lightning Ice Spirit Bats Magic Archer
Lightning Magic Archer
Lightning Knight Magic Archer Mega Knight
Lightning Magic Archer
Lightning
Mega Knight
Ice Spirit Bats Lightning Magic Archer
Bats Lightning Magic Archer
Lightning Goblin Giant Magic Archer Mega Knight
Inferno Dragon
Lightning Mega Knight

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