My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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 Prince Bandit Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Tornado

Punishments

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

Goblin Gang Prince Bandit 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.

Goblin Gang Prince Bandit 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.

Firecracker Bandit

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 Prince Bandit
Giant Snowball
Bats Goblin Gang
Zap
Bats Goblin Gang Firecracker Prince Bandit
Barbarian Barrel
Goblin Gang Firecracker Bandit
The Log
Goblin Gang Firecracker Prince Bandit
Earthquake
Goblin Gang Firecracker
Arrows
Bats Goblin Gang Firecracker
Royal Delivery
Bats Goblin Gang Firecracker Prince Bandit
Fireball
Goblin Gang Firecracker Bandit
Poison
Bats Goblin Gang Firecracker
Lightning
Prince Bandit
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Tornado 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 Tornado Prince 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.

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 Zap Goblin Gang Firecracker Tornado Bandit Prince Mega Knight

Shortest cycle

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

10 Bats Zap Goblin Gang Firecracker

Attack Synergies 5 15

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
Mega Knight Zap Firecracker Prince Bandit
Zap
Firecracker Tornado Prince Bats Bandit Mega Knight
Goblin Gang
Firecracker Prince Bandit
Firecracker
Zap Bats Goblin Gang Tornado Prince Bandit Mega Knight
Tornado
Zap Firecracker Mega Knight
Prince
Zap Mega Knight Bats Goblin Gang Firecracker
Bandit
Bats Zap Goblin Gang Firecracker Mega Knight
Mega Knight
Bats Prince Zap Firecracker Tornado Bandit

Defense Synergies 1 20

Bats
Zap Firecracker Prince Bandit Mega Knight
Zap
Mega Knight Bats Goblin Gang Firecracker Tornado Prince Bandit
Goblin Gang
Zap Firecracker Prince Bandit
Firecracker
Bats Zap Goblin Gang Tornado Prince Bandit Mega Knight
Tornado
Zap Firecracker Prince Mega Knight
Prince
Bats Zap Goblin Gang Firecracker Tornado
Bandit
Bats Zap Goblin Gang Firecracker Mega Knight
Mega Knight
Zap Bats Firecracker Tornado Bandit

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 Firecracker
Bats Zap Goblin Gang Firecracker Prince Bandit Mega Knight
Goblin Gang Tornado Prince Mega Knight Bats Bandit
Prince Bats Goblin Gang Firecracker Bandit Mega Knight
Firecracker Tornado Prince Mega Knight
Goblin Gang Tornado Bats Zap Firecracker Bandit Mega Knight
Bats Tornado Zap Goblin Gang Firecracker
Zap Bandit Mega Knight
Goblin Gang Tornado Prince
Goblin Gang Tornado Firecracker Prince Bandit Mega Knight
Bats Goblin Gang Zap Firecracker Tornado Bandit Mega Knight
Bats Zap Goblin Gang Firecracker Tornado
Prince Mega Knight Bats Zap Goblin Gang Bandit
Mega Knight Bats Zap Goblin Gang Firecracker Tornado Prince
Goblin Gang Prince Bandit Mega Knight
Tornado Zap Goblin Gang Prince Bandit Mega Knight
Mega Knight Bats Goblin Gang Firecracker Tornado Prince
Mega Knight Bats Zap Goblin Gang Firecracker Tornado Prince Bandit
Zap Tornado Bats Firecracker Bandit Mega Knight
Tornado Prince
Goblin Gang Mega Knight Bats Firecracker Prince Bandit

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Prince Bandit
Bandit Zap Goblin Gang Firecracker Prince Mega Knight
Goblin Gang Bandit Mega Knight Bats Zap Prince
Goblin Gang Prince Mega Knight Bats Zap Tornado Bandit
Goblin Gang Prince Bandit Mega Knight
Firecracker Bats Zap Goblin Gang Tornado
Goblin Gang Prince Bats Bandit
Mega Knight Prince
Zap Mega Knight Bats Firecracker Tornado Prince Bandit
Goblin Gang
Mega Knight Bats Prince
Mega Knight Zap Tornado Prince
Prince Mega Knight Goblin Gang Bandit
Firecracker Mega Knight
Goblin Gang Bats Zap Firecracker Tornado Prince
Bats Mega Knight Zap Firecracker

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 Bandit
Firecracker Zap Tornado Bandit
Bandit
Firecracker Prince
Zap Firecracker Mega Knight
Firecracker Bats Zap Tornado
Firecracker Tornado
Zap Firecracker Tornado
Zap Firecracker Tornado Bandit
Bats Goblin Gang Tornado Prince
Firecracker Zap Tornado Prince Bandit
Zap Firecracker Tornado
Firecracker Bandit
Firecracker Bandit
Zap Firecracker Prince
Zap Firecracker Bandit
Firecracker Bandit Mega Knight
Tornado
Bats
Zap Firecracker Prince Bandit Mega Knight
Zap Firecracker Tornado Mega Knight
Prince Mega Knight
Tornado
Tornado Prince
Zap
Zap Firecracker Tornado Mega Knight
Firecracker Zap Tornado Bandit
Zap Tornado Prince Bandit Mega Knight
Zap Firecracker Tornado Bandit
Bats Zap Firecracker Tornado
Zap Bats Firecracker
Zap Bandit Mega Knight
Zap Firecracker
Prince Mega Knight
Firecracker
Zap Bats Goblin Gang Prince Bandit
Zap Firecracker Tornado
Goblin Gang Firecracker Prince Mega Knight
Zap Firecracker
Zap Tornado
Firecracker Prince Mega Knight
Zap Bats Goblin Gang Firecracker Tornado
Firecracker Bats Zap Tornado
Zap Firecracker Tornado Prince Bandit Mega Knight

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