My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Little Prince

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 Archers Giant Bowler Little Prince

Offensive cards

Win conditions

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

Giant Graveyard

Damage spells

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

Arrows Rage

Punishments

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

Giant Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Giant

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.

Graveyard

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 Archers Giant Graveyard
Giant Snowball
Bats Archers Graveyard Little Prince
Zap
Bats Archers Graveyard Little Prince
Barbarian Barrel
Archers Graveyard Little Prince
The Log
Archers Graveyard Little Prince
Earthquake
Archers Graveyard
Arrows
Bats Archers Graveyard Little Prince
Royal Delivery
Bats Archers Bowler Graveyard Little Prince
Fireball
Archers Bowler Little Prince
Poison
Bats Archers Graveyard Little Prince
Lightning
Bowler Little Prince
Rocket
Bowler 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 Bowler

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 Rage Bowler

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.

Graveyard

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 Rage Archers Arrows Little Prince Giant Bowler Graveyard

Shortest cycle

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

10 Bats Rage Archers Arrows

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
Giant Rage Bowler Graveyard
Archers
Arrows Giant Bowler Graveyard
Arrows
Giant Graveyard Archers Bowler
Giant
Bats Arrows Rage Graveyard Archers Bowler Little Prince
Rage
Giant Bats
Bowler
Graveyard Bats Archers Arrows Giant Little Prince
Graveyard
Arrows Giant Bowler Bats Archers Little Prince
Little Prince
Giant Bowler Graveyard

Defense Synergies 0 5

Bats
Bowler
Archers
Bowler
Arrows
Bowler Little Prince
Giant
Rage
Bowler
Bats Archers Arrows Little Prince
Graveyard
Little Prince
Arrows Bowler

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.

Bowler
Bats
Bowler Bats Archers
Bats Bowler
Arrows Bowler
Arrows Bowler Bats Archers
Bats Archers Arrows Little Prince
Bowler Arrows
Archers Bowler Little Prince
Bats Archers Arrows Bowler
Arrows Bats Archers
Bowler Bats
Bowler Bats Arrows
Bowler
Bats Arrows Bowler
Arrows Bats Archers Bowler Little Prince
Arrows Bats Archers Bowler Little Prince
Bowler Bats Archers Arrows Little Prince

Counters to secondary win conditions

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

Archers Bowler
Archers Arrows Bowler
Bats Bowler
Bowler Bats
Bowler
Arrows Bats Archers
Bats Archers Bowler
Bats
Bats Bowler
Arrows Bowler
Bowler
Archers Bowler
Bats Archers Bowler Little Prince
Bats Arrows Bowler Archers

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
Arrows Bowler
Arrows
Arrows
Arrows Bowler
Arrows Bats
Archers Arrows Bowler
Arrows Bowler
Arrows
Bats Bowler
Arrows Bowler
Archers Arrows
Bowler
Arrows
Arrows
Arrows Bowler
Arrows Bowler
Arrows
Bats
Archers Arrows Bowler
Arrows Bowler Little Prince
Bowler
Arrows
Bowler
Arrows
Arrows Bowler Little Prince
Arrows Bowler
Arrows Bowler
Arrows
Bats Archers Arrows Little Prince
Bats
Bowler
Arrows
Arrows
Arrows Bowler
Bats Archers
Archers Arrows
Arrows
Bowler
Arrows Bowler
Arrows
Bats Bowler
Bats
Bowler Little Prince

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