My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Bats Dart Goblin Baby Dragon Electro Wizard

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 Baby Dragon Electro Wizard

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball Rocket The Log

Punishments

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

Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Rocket Goblin Barrel

Dropped at the bridge

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

Dart Goblin Baby Dragon

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.

Goblin Barrel Electro Wizard

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 Goblin Barrel
Giant Snowball
Bats Dart Goblin Goblin Barrel Baby Dragon
Zap
Bats Dart Goblin Goblin Barrel
Barbarian Barrel
Dart Goblin Goblin Barrel Electro Wizard
The Log
Dart Goblin Goblin Barrel
Earthquake
Goblin Barrel
Arrows
Bats Dart Goblin Goblin Barrel
Royal Delivery
Bats Dart Goblin Goblin Barrel Baby Dragon Electro Wizard
Fireball
Dart Goblin Goblin Barrel Baby Dragon Electro Wizard
Poison
Bats Dart Goblin Electro Wizard
Lightning
Baby Dragon Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball Rocket Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Rocket Baby Dragon The Log

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 Rocket Baby Dragon

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.

Fireball Goblin Barrel

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.

Dart Goblin Fireball Goblin Barrel Electro 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats The Log Dart Goblin Goblin Barrel Fireball Baby Dragon Electro Wizard Rocket

Shortest cycle

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

10 Bats The Log Dart Goblin Goblin Barrel

Attack Synergies 1 9

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
Goblin Barrel Baby Dragon
Dart Goblin
Goblin Barrel Baby Dragon The Log
Fireball
Baby Dragon The Log Electro Wizard
Rocket
Goblin Barrel
Dart Goblin Bats Baby Dragon
Baby Dragon
Bats Dart Goblin Fireball Goblin Barrel Electro Wizard
The Log
Dart Goblin Fireball
Electro Wizard
Fireball Baby Dragon

Defense Synergies 1 11

Bats
Dart Goblin Baby Dragon The Log Electro Wizard
Dart Goblin
Bats Baby Dragon The Log Electro Wizard
Fireball
The Log Electro Wizard
Rocket
The Log
Goblin Barrel
Baby Dragon
Bats Dart Goblin The Log
The Log
Fireball Bats Dart Goblin Rocket Baby Dragon Electro Wizard
Electro Wizard
Bats Dart Goblin Fireball 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.

Rocket Dart Goblin Fireball Baby Dragon The Log Electro Wizard
Bats Dart Goblin The Log Electro Wizard
Rocket Bats Dart Goblin Electro Wizard
Bats Dart Goblin Electro Wizard
Fireball Rocket The Log
Fireball The Log Bats Dart Goblin Baby Dragon Electro Wizard
Bats Dart Goblin Rocket Electro Wizard Fireball Baby Dragon
Rocket Dart Goblin Fireball Baby Dragon The Log Electro Wizard
Dart Goblin Electro Wizard
Bats Dart Goblin Electro Wizard Fireball Baby Dragon The Log
Bats Dart Goblin Fireball Baby Dragon Electro Wizard
Bats Fireball Rocket The Log Electro Wizard
Fireball Rocket Bats Dart Goblin Baby Dragon The Log Electro Wizard
Electro Wizard
Rocket Fireball The Log Electro Wizard
Bats Fireball Electro Wizard
Fireball Bats Dart Goblin Baby Dragon The Log Electro Wizard
Baby Dragon The Log Bats Dart Goblin Fireball Electro Wizard
Dart Goblin Electro Wizard
Bats Dart Goblin Fireball Baby Dragon The Log Electro Wizard

Counters to secondary win conditions

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

Fireball Electro Wizard
Fireball Electro Wizard Rocket Baby Dragon The Log
Bats Rocket The Log Electro Wizard
Rocket Bats Fireball The Log Electro Wizard
Fireball Rocket Bats Dart Goblin Baby Dragon Electro Wizard
Rocket Bats Dart Goblin Fireball Electro Wizard
Rocket Electro Wizard Bats Fireball Baby Dragon The Log
Dart Goblin
Bats Dart Goblin
Rocket Fireball The Log Electro Wizard
Rocket Fireball
Dart Goblin Fireball Baby Dragon
Electro Wizard Bats Dart Goblin Fireball Rocket Baby Dragon The Log
Bats Dart Goblin Fireball Baby Dragon The Log Electro 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.)

Fireball Dart Goblin Rocket Baby Dragon The Log
Fireball Dart Goblin Baby Dragon The Log Electro Wizard
Rocket Dart Goblin Fireball Baby Dragon The Log
Dart Goblin Fireball Rocket The Log
Fireball Rocket Baby Dragon The Log
Fireball Bats Dart Goblin Rocket Baby Dragon
Dart Goblin Baby Dragon The Log
Fireball The Log Dart Goblin Baby Dragon
Fireball The Log Dart Goblin
Rocket Bats Fireball Electro Wizard
Rocket Dart Goblin Fireball The Log Electro Wizard
Fireball Dart Goblin Rocket Baby Dragon
Rocket Dart Goblin Fireball Baby Dragon The Log
Dart Goblin Fireball Rocket Baby Dragon
Dart Goblin Fireball Baby Dragon The Log
Rocket Dart Goblin Fireball Baby Dragon The Log
Dart Goblin Fireball Rocket Baby Dragon The Log
Fireball Rocket
Bats Rocket
Rocket Dart Goblin Fireball Baby Dragon The Log Electro Wizard
Rocket Dart Goblin Fireball Baby Dragon The Log
Rocket Fireball Baby Dragon The Log
Rocket Fireball
Rocket The Log
Rocket Fireball Baby Dragon The Log
The Log Fireball Baby Dragon
Fireball The Log Dart Goblin Baby Dragon Electro Wizard
Fireball Baby Dragon The Log
Fireball Rocket Dart Goblin Baby Dragon The Log
Bats Dart Goblin Fireball Baby Dragon Electro Wizard
Rocket Electro Wizard Bats Dart Goblin Fireball
Fireball
Dart Goblin Fireball Rocket The Log
Rocket Fireball Electro Wizard
Rocket Fireball The Log
Electro Wizard Bats Dart Goblin Fireball Rocket
Fireball Rocket Dart Goblin Baby Dragon Electro Wizard
The Log Fireball
Fireball Dart Goblin Rocket Baby Dragon Electro Wizard
The Log Dart Goblin Fireball Baby Dragon
Rocket Fireball
Dart Goblin
Bats Dart Goblin Fireball Rocket Baby Dragon The Log Electro Wizard
Bats Dart Goblin Fireball Rocket Electro Wizard
Dart Goblin Fireball Rocket Baby Dragon The Log Electro Wizard

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