My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Wizard Goblin Giant

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 Wizard Goblin Giant 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.

Arrows Rage

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.

Missing

Dropped at the bridge

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

Knight Goblin Giant 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

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
Zap
Bats Firecracker Goblin Giant
Barbarian Barrel
Knight Firecracker Wizard
The Log
Firecracker
Earthquake
Firecracker
Arrows
Bats Firecracker
Royal Delivery
Bats Knight Firecracker Wizard
Fireball
Firecracker Wizard
Poison
Bats Firecracker Wizard
Lightning
Knight Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Wizard 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 Arrows Knight Rage 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.

Wizard

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 Rage Arrows Knight Firecracker Wizard Goblin Giant Mega Knight

Shortest cycle

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

10 Bats Rage Arrows Knight

Attack Synergies 3 13

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 Firecracker Rage Goblin Giant
Arrows
Knight Goblin Giant Mega Knight
Knight
Bats Firecracker Arrows Wizard
Firecracker
Knight Bats Goblin Giant Mega Knight
Wizard
Knight Rage Goblin Giant Mega Knight
Rage
Bats Wizard Goblin Giant
Goblin Giant
Bats Arrows Firecracker Wizard Rage
Mega Knight
Bats Arrows Firecracker Wizard

Defense Synergies 3 7

Bats
Knight Firecracker Goblin Giant Mega Knight
Arrows
Mega Knight Knight
Knight
Bats Firecracker Arrows Wizard
Firecracker
Knight Bats Mega Knight
Wizard
Knight Mega Knight
Rage
Goblin Giant
Bats
Mega Knight
Arrows Bats Firecracker Wizard

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.

Knight Firecracker Wizard Goblin Giant
Bats Knight Firecracker Mega Knight
Mega Knight Bats Knight
Bats Knight Firecracker Mega Knight
Arrows Firecracker Mega Knight
Arrows Bats Firecracker Mega Knight
Bats Arrows Firecracker Wizard
Arrows Goblin Giant Mega Knight
Knight Firecracker Mega Knight
Bats Arrows Knight Firecracker Wizard Goblin Giant Mega Knight
Arrows Bats Firecracker Wizard
Mega Knight Bats Knight Wizard
Wizard Mega Knight Bats Arrows Firecracker
Knight Mega Knight
Mega Knight
Wizard Mega Knight Bats Arrows Knight Firecracker
Arrows Mega Knight Bats Knight Firecracker Wizard
Arrows Wizard Bats Knight Firecracker Mega Knight
Wizard Mega Knight Bats Arrows Knight Firecracker Goblin Giant

Counters to secondary win conditions

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

Knight Mega Knight
Arrows Knight Firecracker Wizard Mega Knight
Mega Knight Bats Knight Goblin Giant
Mega Knight Bats Knight Goblin Giant
Knight Goblin Giant Mega Knight
Arrows Firecracker Wizard Bats Goblin Giant
Bats Knight Goblin Giant
Mega Knight Knight Goblin Giant
Mega Knight Bats Knight Firecracker
Goblin Giant
Mega Knight Bats Knight
Mega Knight Arrows Goblin Giant
Mega Knight Knight Wizard Goblin Giant
Wizard Firecracker Mega Knight
Bats Knight Firecracker Goblin Giant
Bats Arrows Mega Knight Firecracker Wizard

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.)

Arrows Knight Firecracker
Arrows Firecracker
Arrows Goblin Giant
Arrows Knight Firecracker
Wizard Arrows Firecracker Mega Knight
Arrows Firecracker Wizard Bats Goblin Giant
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Arrows Firecracker Wizard
Bats
Firecracker Arrows Knight Wizard
Arrows Firecracker Wizard
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Wizard
Arrows Firecracker Wizard Mega Knight
Arrows
Bats
Arrows Firecracker Wizard Mega Knight
Arrows Firecracker Wizard Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Firecracker Wizard Mega Knight
Arrows Firecracker Wizard
Arrows Wizard Mega Knight
Arrows Firecracker
Bats Arrows Firecracker Wizard
Bats Firecracker Wizard
Arrows Wizard Mega Knight
Arrows Firecracker
Mega Knight
Arrows Firecracker Wizard
Bats
Arrows Firecracker Wizard
Arrows
Knight Firecracker Wizard Mega Knight
Arrows Firecracker Wizard
Arrows
Firecracker Mega Knight
Bats Firecracker
Firecracker Bats
Firecracker Goblin Giant Mega Knight

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