My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
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 Goblin Gang Firecracker Inferno Tower

Defensive buildings

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

Inferno Tower

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 Firecracker 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 The Log

Punishments

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

Goblin Gang 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.

Goblin Gang 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
Skeletons Bats Goblin Gang
Giant Snowball
Skeletons Bats Goblin Gang
Zap
Skeletons Bats Goblin Gang Firecracker Inferno Tower
Barbarian Barrel
Skeletons Goblin Gang Firecracker Inferno Tower
The Log
Skeletons Goblin Gang Firecracker
Earthquake
Skeletons Goblin Gang Firecracker Inferno Tower
Arrows
Skeletons Bats Goblin Gang Firecracker
Royal Delivery
Skeletons Bats Goblin Gang Firecracker
Fireball
Goblin Gang Firecracker Inferno Tower
Poison
Bats Goblin Gang Firecracker Inferno Tower
Lightning
Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker The Log 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 Inferno Tower 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.

Goblin Gang

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 Zap The Log Goblin Gang Firecracker Inferno Tower Mega Knight

Shortest cycle

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

7 Skeletons Bats Zap The Log

Attack Synergies 2 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
Mega Knight Zap Firecracker
Zap
Firecracker Bats The Log Mega Knight
Goblin Gang
Firecracker
Firecracker
Zap Bats Goblin Gang Mega Knight
Inferno Tower
The Log
Zap Mega Knight
Mega Knight
Bats Zap Firecracker The Log

Defense Synergies 4 20

Skeletons
Bats Zap Firecracker Inferno Tower The Log
Bats
Skeletons Zap Firecracker Inferno Tower The Log Mega Knight
Zap
Mega Knight Skeletons Bats Goblin Gang Firecracker Inferno Tower The Log
Goblin Gang
Inferno Tower Zap Firecracker The Log
Firecracker
The Log Skeletons Bats Zap Goblin Gang Inferno Tower Mega Knight
Inferno Tower
Goblin Gang The Log Skeletons Bats Zap Firecracker Mega Knight
The Log
Firecracker Inferno Tower Skeletons Bats Zap Goblin Gang Mega Knight
Mega Knight
Zap Bats Firecracker Inferno Tower The Log

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 Inferno Tower The Log
Inferno Tower Skeletons Bats Zap Goblin Gang Firecracker The Log Mega Knight
Goblin Gang Inferno Tower Mega Knight Skeletons Bats
Inferno Tower Skeletons Bats Goblin Gang Firecracker Mega Knight
Firecracker The Log Mega Knight
Goblin Gang The Log Skeletons Bats Zap Firecracker Mega Knight
Bats Inferno Tower Zap Goblin Gang Firecracker
Zap Inferno Tower The Log Mega Knight
Inferno Tower Skeletons Goblin Gang
Goblin Gang Skeletons Firecracker Inferno Tower Mega Knight
Bats Goblin Gang Skeletons Zap Firecracker The Log Mega Knight
Inferno Tower Bats Zap Goblin Gang Firecracker
Inferno Tower Mega Knight Skeletons Bats Zap Goblin Gang The Log
Mega Knight Bats Zap Goblin Gang Firecracker The Log
Inferno Tower Goblin Gang Mega Knight
Inferno Tower Zap Goblin Gang The Log Mega Knight
Mega Knight Skeletons Bats Goblin Gang Firecracker Inferno Tower
Mega Knight Bats Zap Goblin Gang Firecracker The Log
Zap The Log Bats Firecracker Mega Knight
Inferno Tower
Goblin Gang Mega Knight Bats Firecracker The Log

Counters to secondary win conditions

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

Goblin Gang Mega Knight Skeletons Zap Inferno Tower
Zap Goblin Gang Firecracker The Log Mega Knight
Goblin Gang Mega Knight Skeletons Bats Zap Inferno Tower The Log
Goblin Gang Mega Knight Bats Zap Inferno Tower The Log
Inferno Tower Skeletons Goblin Gang Mega Knight
Firecracker Skeletons Bats Zap Goblin Gang
Goblin Gang Skeletons Bats Inferno Tower
Inferno Tower Mega Knight
Zap Mega Knight Skeletons Bats Firecracker Inferno Tower The Log
Inferno Tower Skeletons Goblin Gang
Mega Knight Bats Inferno Tower
Mega Knight Zap The Log
Mega Knight Skeletons Goblin Gang Inferno Tower
Firecracker Mega Knight
Goblin Gang Inferno Tower Skeletons Bats Zap Firecracker The Log
Bats Mega Knight Zap Firecracker Inferno Tower The Log

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 The Log
Firecracker Zap The Log
The Log
Firecracker The Log
Zap Firecracker The Log Mega Knight
Firecracker Bats Zap
Firecracker The Log
The Log Zap Firecracker
The Log Zap Firecracker
Bats Goblin Gang
Firecracker Zap The Log
Zap Firecracker
Firecracker The Log
Firecracker
Zap Firecracker The Log
Zap Firecracker The Log
Firecracker The Log Mega Knight
Bats
Zap Firecracker The Log Mega Knight
Zap Firecracker The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap Firecracker The Log Mega Knight
Firecracker The Log Zap
Zap The Log Mega Knight
Zap Firecracker The Log
Bats Zap Firecracker
Zap Bats Firecracker
Zap The Log Mega Knight
Zap Firecracker
Mega Knight
Firecracker The Log
Zap Bats Goblin Gang
Zap Firecracker
The Log
Goblin Gang Firecracker Mega Knight
The Log Zap Firecracker
Zap
Firecracker Mega Knight
Zap Bats Goblin Gang Firecracker The Log
Firecracker Bats Zap
Zap Firecracker The Log Mega Knight

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