My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Ram Rider

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.

Bomber Bats Firecracker Bandit Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram 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.

Bandit Ram 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.

Bandit Ram Rider 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 Ram Rider

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
Bomber Bats Skeleton Army Bandit Ram Rider
Giant Snowball
Bomber Bats Skeleton Army Ram Rider
Zap
Bomber Bats Firecracker Skeleton Army Bandit Ram Rider
Barbarian Barrel
Bomber Firecracker Skeleton Army Bandit
The Log
Bomber Firecracker Skeleton Army Bandit Ram Rider
Earthquake
Bomber Firecracker Skeleton Army
Arrows
Bomber Bats Firecracker Skeleton Army
Royal Delivery
Bomber Bats Firecracker Skeleton Army Bandit Ram Rider
Fireball
Bomber Firecracker Skeleton Army Bandit Ram Rider
Poison
Bomber Bats Firecracker Skeleton Army
Lightning
Bandit Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Firecracker 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.

Bomber Bats Zap Firecracker Skeleton Army Bandit Ram Rider Mega Knight

Shortest cycle

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

9 Bomber Bats Zap Firecracker

Attack Synergies 3 17

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.

Bomber
Bats Zap Bandit Ram Rider Mega Knight
Bats
Mega Knight Bomber Zap Firecracker Bandit Ram Rider
Zap
Firecracker Ram Rider Bomber Bats Bandit Mega Knight
Firecracker
Zap Bats Bandit Ram Rider Mega Knight
Skeleton Army
Bandit
Bomber Bats Zap Firecracker Ram Rider Mega Knight
Ram Rider
Zap Bomber Bats Firecracker Bandit Mega Knight
Mega Knight
Bats Bomber Zap Firecracker Bandit Ram Rider

Defense Synergies 1 17

Bomber
Bats Zap Bandit
Bats
Bomber Zap Firecracker Bandit Mega Knight
Zap
Mega Knight Bomber Bats Firecracker Skeleton Army Bandit Ram Rider
Firecracker
Bats Zap Skeleton Army Bandit Mega Knight
Skeleton Army
Zap Firecracker Bandit
Bandit
Bomber Bats Zap Firecracker Skeleton Army Ram Rider Mega Knight
Ram Rider
Zap Bandit
Mega Knight
Zap Bats Firecracker 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.

Bomber Zap Firecracker Ram Rider
Skeleton Army Bomber Bats Zap Firecracker Bandit Ram Rider Mega Knight
Skeleton Army Ram Rider Mega Knight Bomber Bats Bandit
Skeleton Army Bomber Bats Firecracker Bandit Ram Rider Mega Knight
Bomber Firecracker Skeleton Army Mega Knight
Skeleton Army Bomber Bats Zap Firecracker Bandit Mega Knight
Bats Ram Rider Zap Firecracker
Zap Bandit Ram Rider Mega Knight
Skeleton Army
Skeleton Army Bomber Firecracker Bandit Mega Knight
Bats Skeleton Army Bomber Zap Firecracker Bandit Ram Rider Mega Knight
Bats Zap Firecracker Ram Rider
Skeleton Army Mega Knight Bomber Bats Zap Bandit Ram Rider
Bomber Skeleton Army Mega Knight Bats Zap Firecracker
Skeleton Army Bandit Ram Rider Mega Knight
Skeleton Army Zap Bandit Ram Rider Mega Knight
Mega Knight Bomber Bats Firecracker Skeleton Army
Mega Knight Bomber Bats Zap Firecracker Skeleton Army Bandit Ram Rider
Zap Bomber Bats Firecracker Bandit Ram Rider Mega Knight
Ram Rider
Bomber Skeleton Army Mega Knight Bats Firecracker Bandit

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Bandit
Bandit Bomber Zap Firecracker Mega Knight
Skeleton Army Bandit Mega Knight Bats Zap Ram Rider
Skeleton Army Mega Knight Bats Zap Bandit Ram Rider
Skeleton Army Bandit Ram Rider Mega Knight
Firecracker Bats Zap Ram Rider
Skeleton Army Bats Bandit Ram Rider
Mega Knight Skeleton Army
Zap Mega Knight Bats Firecracker Skeleton Army Bandit
Skeleton Army
Mega Knight Bats
Skeleton Army Mega Knight Zap
Skeleton Army Mega Knight Bandit Ram Rider
Bomber Firecracker Skeleton Army Mega Knight
Skeleton Army Bomber Bats Zap Firecracker
Bats Mega Knight Bomber 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 Bandit Ram Rider
Bandit
Firecracker
Bomber Zap Firecracker Mega Knight
Firecracker Bats Zap Ram Rider
Bomber Firecracker
Zap Firecracker Ram Rider
Zap Firecracker Bandit Ram Rider
Bats
Firecracker Zap Bandit Ram Rider
Zap Firecracker
Firecracker Bandit
Firecracker Bandit
Zap Firecracker
Bomber Zap Firecracker Bandit
Firecracker Bandit Mega Knight
Bomber Bats
Bomber Zap Firecracker Bandit Mega Knight
Bomber Zap Firecracker Mega Knight
Mega Knight
Zap
Zap Firecracker Bomber Mega Knight
Firecracker Zap Bandit Ram Rider
Zap Bandit Ram Rider Mega Knight
Zap Firecracker Bandit
Bats Zap Firecracker
Zap Bats Firecracker
Bomber Zap Bandit Mega Knight
Zap Firecracker
Mega Knight
Firecracker
Zap Bats Skeleton Army Bandit
Zap Firecracker Ram Rider
Firecracker Mega Knight
Bomber Zap Firecracker
Zap
Firecracker Mega Knight
Zap Bats Firecracker
Firecracker Bats Zap
Zap Firecracker Bandit Mega Knight

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