My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Dart Goblin Witch

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 Firecracker Witch Royal Ghost 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

Punishments

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

Royal Ghost 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.

Knight Dart Goblin Royal Ghost 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 Royal Ghost

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
Giant Snowball
Bats Dart Goblin Witch
Zap
Bats Firecracker Dart Goblin Witch
Barbarian Barrel
Knight Firecracker Dart Goblin Witch Royal Ghost
The Log
Firecracker Dart Goblin Witch
Earthquake
Firecracker Witch
Arrows
Bats Firecracker Dart Goblin Witch
Royal Delivery
Bats Knight Firecracker Dart Goblin Witch Royal Ghost
Fireball
Firecracker Dart Goblin Witch
Poison
Bats Firecracker Dart Goblin Witch
Lightning
Knight Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Royal Ghost 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 Royal Ghost 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.

Dart Goblin 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Knight Firecracker Dart Goblin Royal Ghost Witch Mega Knight

Shortest cycle

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

10 Bats Zap Knight Firecracker

Attack Synergies 5 14

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 Zap Firecracker
Zap
Firecracker Bats Knight Dart Goblin Witch Royal Ghost Mega Knight
Knight
Bats Firecracker Dart Goblin Zap Witch
Firecracker
Zap Knight Bats Dart Goblin Mega Knight
Dart Goblin
Knight Zap Firecracker Mega Knight
Witch
Zap Knight Royal Ghost Mega Knight
Royal Ghost
Zap Witch Mega Knight
Mega Knight
Bats Zap Firecracker Dart Goblin Witch Royal Ghost

Defense Synergies 4 16

Bats
Knight Zap Firecracker Dart Goblin Mega Knight
Zap
Mega Knight Bats Knight Firecracker Dart Goblin Witch Royal Ghost
Knight
Bats Firecracker Dart Goblin Zap Witch
Firecracker
Knight Bats Zap Dart Goblin Mega Knight
Dart Goblin
Knight Bats Zap Firecracker Mega Knight
Witch
Zap Knight Royal Ghost Mega Knight
Royal Ghost
Zap Witch Mega Knight
Mega Knight
Zap Bats Firecracker Dart Goblin Witch Royal Ghost

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 Firecracker Dart Goblin
Bats Zap Knight Firecracker Dart Goblin Witch Mega Knight
Witch Mega Knight Bats Knight Dart Goblin
Witch Bats Knight Firecracker Dart Goblin Mega Knight
Firecracker Mega Knight
Bats Zap Firecracker Dart Goblin Royal Ghost Mega Knight
Bats Dart Goblin Zap Firecracker Witch
Zap Dart Goblin Mega Knight
Witch
Knight Firecracker Dart Goblin Royal Ghost Mega Knight
Bats Dart Goblin Witch Zap Knight Firecracker Royal Ghost Mega Knight
Bats Zap Firecracker Dart Goblin Witch
Mega Knight Bats Zap Knight Witch
Mega Knight Bats Zap Firecracker Dart Goblin Witch Royal Ghost
Knight Mega Knight
Zap Mega Knight
Mega Knight Bats Knight Firecracker Witch
Mega Knight Bats Zap Knight Firecracker Dart Goblin Witch Royal Ghost
Zap Witch Bats Knight Firecracker Dart Goblin Royal Ghost Mega Knight
Dart Goblin
Royal Ghost Mega Knight Bats Knight Firecracker Dart Goblin Witch

Counters to secondary win conditions

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

Knight Mega Knight Zap Witch Royal Ghost
Zap Knight Firecracker Royal Ghost Mega Knight
Mega Knight Bats Zap Knight Witch
Mega Knight Bats Zap Knight
Knight Witch Mega Knight
Firecracker Bats Zap Dart Goblin Witch
Bats Knight Dart Goblin Witch
Mega Knight Knight
Zap Mega Knight Bats Knight Firecracker Witch
Witch Dart Goblin
Mega Knight Bats Knight Dart Goblin Witch
Mega Knight Zap
Mega Knight Knight Witch
Firecracker Dart Goblin Witch Mega Knight
Witch Bats Zap Knight Firecracker Dart Goblin
Bats Mega Knight Zap Firecracker Dart Goblin Witch Royal Ghost

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.)

Knight Firecracker Dart Goblin Royal Ghost
Firecracker Zap Dart Goblin Royal Ghost
Dart Goblin
Knight Firecracker Dart Goblin
Zap Firecracker Mega Knight
Firecracker Bats Zap Dart Goblin Witch
Firecracker Dart Goblin Witch
Zap Firecracker Dart Goblin
Zap Firecracker Dart Goblin
Bats
Firecracker Zap Knight Dart Goblin
Zap Firecracker Dart Goblin
Knight Firecracker Dart Goblin
Firecracker Dart Goblin
Zap Firecracker Dart Goblin
Zap Firecracker Dart Goblin Witch
Firecracker Dart Goblin Mega Knight
Bats
Zap Firecracker Dart Goblin Mega Knight
Zap Firecracker Dart Goblin Witch Mega Knight
Mega Knight
Zap
Zap Firecracker Witch Mega Knight
Witch
Firecracker Zap Dart Goblin Witch Royal Ghost
Zap Witch Mega Knight
Zap Firecracker Dart Goblin
Bats Zap Firecracker Dart Goblin Witch
Zap Bats Firecracker Dart Goblin Witch
Zap Dart Goblin Mega Knight
Zap Firecracker
Mega Knight
Firecracker
Zap Bats Dart Goblin Witch
Zap Firecracker Dart Goblin Witch
Knight Firecracker Dart Goblin Mega Knight
Zap Firecracker Dart Goblin
Zap
Firecracker Dart Goblin Mega Knight
Zap Bats Firecracker Dart Goblin Witch
Firecracker Bats Zap Dart Goblin Witch
Zap Firecracker Dart Goblin Witch Royal Ghost Mega Knight

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