My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 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.

Bats Firecracker Magic Archer Mega Knight

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider 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.

Hog Rider 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.

Firecracker Hog Rider 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 Hog Rider Skeleton Army
Giant Snowball
Bats Hog Rider Skeleton Army
Zap
Bats Firecracker Skeleton Army
Barbarian Barrel
Firecracker Skeleton Army Magic Archer
The Log
Firecracker Hog Rider Skeleton Army
Earthquake
Firecracker Hog Rider Skeleton Army
Arrows
Bats Firecracker Skeleton Army
Royal Delivery
Bats Firecracker Hog Rider Skeleton Army Magic Archer
Fireball
Firecracker Hog Rider Skeleton Army Magic Archer
Poison
Bats Firecracker Skeleton Army Magic Archer
Lightning
Magic Archer
Rocket
Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker 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.

Bats Skeleton Army Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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.

Mirror Bats Zap Firecracker Skeleton Army Hog Rider Magic Archer Mega Knight

Shortest cycle

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

7 Mirror Bats Zap Firecracker

Attack Synergies 6 12

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
Hog Rider Mega Knight Zap Firecracker
Zap
Firecracker Hog Rider Mirror Bats Magic Archer Mega Knight
Firecracker
Zap Hog Rider Bats Mirror Mega Knight
Hog Rider
Bats Zap Firecracker Mirror Magic Archer Mega Knight
Mirror
Zap Firecracker Hog Rider Skeleton Army Magic Archer
Skeleton Army
Mirror
Magic Archer
Zap Hog Rider Mirror Mega Knight
Mega Knight
Bats Zap Firecracker Hog Rider Magic Archer

Defense Synergies 3 13

Bats
Zap Firecracker Mega Knight
Zap
Mirror Mega Knight Bats Firecracker Skeleton Army Magic Archer
Firecracker
Bats Zap Mirror Skeleton Army Mega Knight
Hog Rider
Mirror
Zap Skeleton Army Firecracker Magic Archer Mega Knight
Skeleton Army
Mirror Zap Firecracker Magic Archer
Magic Archer
Zap Mirror Skeleton Army Mega Knight
Mega Knight
Zap Bats Firecracker Mirror 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.

Zap Firecracker Magic Archer
Skeleton Army Bats Zap Firecracker Mega Knight
Skeleton Army Mega Knight Bats
Skeleton Army Bats Firecracker Mega Knight
Firecracker Skeleton Army Mega Knight
Skeleton Army Bats Zap Firecracker Magic Archer Mega Knight
Bats Zap Firecracker Magic Archer
Zap Magic Archer Mega Knight
Skeleton Army
Skeleton Army Firecracker Mega Knight
Bats Skeleton Army Zap Firecracker Magic Archer Mega Knight
Bats Zap Firecracker Magic Archer
Skeleton Army Mega Knight Bats Zap
Skeleton Army Mega Knight Bats Zap Firecracker Magic Archer
Skeleton Army Mega Knight
Skeleton Army Zap Mega Knight
Mega Knight Bats Firecracker Skeleton Army
Mega Knight Bats Zap Firecracker Skeleton Army Magic Archer
Zap Bats Firecracker Magic Archer Mega Knight
Skeleton Army Mega Knight Bats Firecracker

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap
Zap Firecracker Magic Archer Mega Knight
Skeleton Army Mega Knight Bats Zap
Skeleton Army Mega Knight Bats Zap
Skeleton Army Mega Knight
Firecracker Bats Zap Magic Archer
Skeleton Army Bats
Mega Knight Skeleton Army
Zap Mega Knight Bats Firecracker Skeleton Army Magic Archer
Skeleton Army
Mega Knight Bats
Skeleton Army Mega Knight Zap
Skeleton Army Mega Knight
Firecracker Skeleton Army Magic Archer Mega Knight
Skeleton Army Bats Zap Firecracker Magic Archer
Bats Mega Knight Zap Firecracker 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.)

Magic Archer Firecracker
Firecracker Zap Magic Archer
Magic Archer
Firecracker
Zap Firecracker Magic Archer Mega Knight
Firecracker Bats Zap Magic Archer
Firecracker Magic Archer
Zap Firecracker Magic Archer
Zap Firecracker
Bats
Firecracker Zap Magic Archer
Zap Firecracker Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Zap Firecracker Magic Archer
Zap Firecracker Magic Archer
Magic Archer Firecracker Mega Knight
Bats
Zap Firecracker Magic Archer Mega Knight
Zap Firecracker Magic Archer Mega Knight
Magic Archer Mega Knight
Zap
Zap Firecracker Magic Archer Mega Knight
Firecracker Zap Magic Archer
Zap Magic Archer Mega Knight
Zap Firecracker Magic Archer
Bats Zap Firecracker Magic Archer
Zap Bats Firecracker
Zap Magic Archer Mega Knight
Zap Firecracker Magic Archer
Mega Knight
Firecracker Magic Archer
Zap Bats Skeleton Army Magic Archer
Zap Firecracker Magic Archer
Firecracker Magic Archer Mega Knight
Zap Firecracker Magic Archer
Zap
Firecracker Mega Knight
Zap Bats Firecracker Magic Archer
Firecracker Bats Zap Magic Archer
Zap Firecracker Magic Archer Mega Knight

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