My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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 Goblin Hut Little Prince

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bats Knight Goblin Hut Giant Skeleton Mega Knight Little Prince

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.

Arrows

Punishments

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

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 Giant Skeleton 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.

Giant Skeleton

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
Skeletons Bats Giant Skeleton
Giant Snowball
Skeletons Bats Goblin Hut Little Prince
Zap
Skeletons Bats Goblin Hut Little Prince
Barbarian Barrel
Skeletons Knight Goblin Hut Giant Skeleton Little Prince
The Log
Skeletons Goblin Hut Giant Skeleton Little Prince
Earthquake
Skeletons Goblin Hut
Arrows
Skeletons Bats Goblin Hut Little Prince
Royal Delivery
Skeletons Bats Knight Goblin Hut Giant Skeleton Little Prince
Fireball
Goblin Hut Little Prince
Poison
Bats Goblin Hut Little Prince
Lightning
Knight Goblin Hut Little Prince
Rocket
Goblin Hut Little Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Giant Skeleton Mega Knight

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.

Skeletons Bats Arrows Knight Little Prince Goblin Hut Giant Skeleton Mega Knight

Shortest cycle

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

9 Skeletons Bats Arrows Knight

Attack Synergies 3 7

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.

Skeletons
Bats
Knight Giant Skeleton Mega Knight
Arrows
Knight Giant Skeleton Mega Knight
Knight
Bats Arrows Goblin Hut Little Prince
Goblin Hut
Knight Giant Skeleton Mega Knight
Giant Skeleton
Bats Arrows Goblin Hut
Mega Knight
Bats Arrows Goblin Hut
Little Prince
Knight

Defense Synergies 3 14

Skeletons
Bats Knight Goblin Hut Giant Skeleton Little Prince
Bats
Knight Skeletons Giant Skeleton Mega Knight
Arrows
Mega Knight Knight Goblin Hut Giant Skeleton Little Prince
Knight
Bats Little Prince Skeletons Arrows Goblin Hut
Goblin Hut
Skeletons Arrows Knight Giant Skeleton
Giant Skeleton
Skeletons Bats Arrows Goblin Hut Little Prince
Mega Knight
Arrows Bats
Little Prince
Knight Skeletons Arrows Giant Skeleton

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 Goblin Hut
Skeletons Bats Knight Goblin Hut Mega Knight
Goblin Hut Mega Knight Skeletons Bats Knight Giant Skeleton
Goblin Hut Skeletons Bats Knight Mega Knight
Arrows Giant Skeleton Mega Knight
Arrows Skeletons Bats Mega Knight
Bats Arrows Goblin Hut Little Prince
Arrows Giant Skeleton Mega Knight
Skeletons Goblin Hut
Knight Skeletons Giant Skeleton Mega Knight Little Prince
Bats Skeletons Arrows Knight Goblin Hut Giant Skeleton Mega Knight
Arrows Bats Goblin Hut
Goblin Hut Mega Knight Skeletons Bats Knight Giant Skeleton
Mega Knight Bats Arrows Goblin Hut
Knight Goblin Hut Mega Knight
Goblin Hut Mega Knight
Mega Knight Skeletons Bats Arrows Knight Goblin Hut
Arrows Mega Knight Bats Knight Goblin Hut Little Prince
Arrows Bats Knight Goblin Hut Giant Skeleton Mega Knight Little Prince
Goblin Hut
Mega Knight Bats Arrows Knight Giant Skeleton Little Prince

Counters to secondary win conditions

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

Knight Mega Knight Skeletons Goblin Hut Giant Skeleton
Arrows Knight Mega Knight
Giant Skeleton Mega Knight Skeletons Bats Knight Goblin Hut
Giant Skeleton Mega Knight Bats Knight
Giant Skeleton Skeletons Knight Goblin Hut Mega Knight
Arrows Skeletons Bats Goblin Hut
Skeletons Bats Knight Goblin Hut Giant Skeleton
Giant Skeleton Mega Knight Knight
Giant Skeleton Mega Knight Skeletons Bats Knight Goblin Hut
Skeletons Goblin Hut
Mega Knight Bats Knight Goblin Hut Giant Skeleton
Mega Knight Arrows Giant Skeleton
Giant Skeleton Mega Knight Skeletons Knight
Mega Knight
Goblin Hut Skeletons Bats Knight Giant Skeleton Little Prince
Bats Arrows Mega Knight Goblin Hut Giant Skeleton
Arrows Goblin Hut

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 Giant Skeleton
Arrows
Arrows Goblin Hut Giant Skeleton
Arrows Knight Giant Skeleton
Arrows Mega Knight
Arrows Bats
Arrows
Arrows
Arrows
Bats
Arrows Knight
Arrows
Knight Goblin Hut
Arrows
Arrows Goblin Hut
Arrows Goblin Hut
Arrows Goblin Hut Mega Knight
Arrows
Bats
Arrows Mega Knight
Arrows Mega Knight Little Prince
Giant Skeleton Mega Knight
Arrows
Arrows
Arrows Mega Knight Little Prince
Arrows
Arrows Mega Knight
Arrows
Bats Arrows Little Prince
Bats Goblin Hut
Arrows Mega Knight
Arrows
Giant Skeleton Mega Knight
Arrows
Bats Goblin Hut
Arrows
Arrows
Knight Mega Knight
Arrows
Arrows Giant Skeleton
Mega Knight
Bats Giant Skeleton
Bats
Giant Skeleton Mega Knight Little Prince

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