My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
RIP

1 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Electro Wizard Inferno Dragon

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 Dark Prince Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Miner

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.

Goblin Gang Dark Prince Miner Mega Knight

Pump responses

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

Miner

Dropped at the bridge

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

Goblin Gang Dark Prince 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.

Dark Prince Miner 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 Gang Dark Prince Miner Inferno Dragon
Giant Snowball
Bats Goblin Gang Miner Inferno Dragon
Zap
Bats Goblin Gang Dark Prince Inferno Dragon
Barbarian Barrel
Goblin Gang Dark Prince Electro Wizard
The Log
Goblin Gang Dark Prince
Earthquake
Goblin Gang
Arrows
Bats Goblin Gang
Royal Delivery
Bats Goblin Gang Dark Prince Miner Electro Wizard Inferno Dragon
Fireball
Goblin Gang Electro Wizard Inferno Dragon
Poison
Bats Goblin Gang Electro Wizard
Lightning
Dark Prince Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Dark Prince 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 Dark Prince Miner Inferno Dragon 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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Goblin Gang Miner Dark Prince Electro Wizard Inferno Dragon Mega Knight

Shortest cycle

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

11 Bats Arrows Goblin Gang Miner

Attack Synergies 4 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
Miner Mega Knight Dark Prince Inferno Dragon
Arrows
Dark Prince Miner Mega Knight
Goblin Gang
Miner Dark Prince
Dark Prince
Bats Arrows Goblin Gang Miner Electro Wizard
Miner
Bats Goblin Gang Arrows Dark Prince Electro Wizard Inferno Dragon Mega Knight
Electro Wizard
Dark Prince Miner Mega Knight
Inferno Dragon
Mega Knight Bats Miner
Mega Knight
Bats Inferno Dragon Arrows Miner Electro Wizard

Defense Synergies 1 14

Bats
Dark Prince Electro Wizard Inferno Dragon Mega Knight
Arrows
Mega Knight Dark Prince
Goblin Gang
Dark Prince Miner Electro Wizard Inferno Dragon
Dark Prince
Bats Arrows Goblin Gang Electro Wizard
Miner
Goblin Gang Mega Knight
Electro Wizard
Bats Goblin Gang Dark Prince Inferno Dragon Mega Knight
Inferno Dragon
Bats Goblin Gang Electro Wizard Mega Knight
Mega Knight
Arrows Bats Miner Electro Wizard Inferno Dragon

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.

Electro Wizard
Inferno Dragon Bats Goblin Gang Dark Prince Electro Wizard Mega Knight
Goblin Gang Mega Knight Bats Dark Prince Electro Wizard Inferno Dragon
Inferno Dragon Bats Goblin Gang Dark Prince Electro Wizard Mega Knight
Arrows Dark Prince Mega Knight
Arrows Goblin Gang Bats Dark Prince Electro Wizard Mega Knight
Bats Electro Wizard Inferno Dragon Arrows Goblin Gang
Arrows Electro Wizard Mega Knight
Inferno Dragon Goblin Gang
Goblin Gang Dark Prince Miner Electro Wizard Mega Knight
Bats Goblin Gang Electro Wizard Arrows Dark Prince Mega Knight
Arrows Inferno Dragon Bats Goblin Gang Electro Wizard
Mega Knight Bats Goblin Gang Dark Prince Electro Wizard
Mega Knight Bats Arrows Goblin Gang Dark Prince Electro Wizard
Inferno Dragon Goblin Gang Electro Wizard Mega Knight
Goblin Gang Electro Wizard Inferno Dragon Mega Knight
Mega Knight Bats Arrows Goblin Gang Dark Prince Electro Wizard
Arrows Mega Knight Bats Goblin Gang Dark Prince Electro Wizard
Arrows Bats Dark Prince Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Goblin Gang Dark Prince Mega Knight Bats Arrows Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Mega Knight Dark Prince Electro Wizard
Electro Wizard Arrows Goblin Gang Miner Inferno Dragon Mega Knight
Goblin Gang Mega Knight Bats Dark Prince Electro Wizard
Goblin Gang Dark Prince Mega Knight Bats Electro Wizard
Goblin Gang Dark Prince Inferno Dragon Mega Knight
Arrows Bats Goblin Gang Electro Wizard
Goblin Gang Dark Prince Bats Electro Wizard
Mega Knight Dark Prince Inferno Dragon
Electro Wizard Mega Knight Bats Dark Prince Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Mega Knight Bats Dark Prince
Mega Knight Arrows Dark Prince Electro Wizard
Dark Prince Mega Knight Goblin Gang
Mega Knight
Goblin Gang Electro Wizard Bats Dark Prince Inferno Dragon
Bats Arrows Mega Knight Dark Prince Electro Wizard Inferno Dragon

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 Miner Electro Wizard
Arrows Miner
Arrows Dark Prince
Arrows Dark Prince Mega Knight
Arrows Bats
Arrows
Arrows
Arrows Miner
Bats Goblin Gang Electro Wizard
Miner Arrows Dark Prince Electro Wizard
Arrows
Miner
Arrows
Arrows
Arrows
Arrows Mega Knight
Arrows
Bats
Arrows Dark Prince Electro Wizard Mega Knight
Arrows Miner Mega Knight
Mega Knight
Arrows
Arrows
Arrows Dark Prince Mega Knight
Inferno Dragon
Arrows Miner Electro Wizard
Arrows Miner Mega Knight
Miner Arrows
Bats Arrows Electro Wizard
Electro Wizard Bats
Arrows Miner Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Electro Wizard Bats Goblin Gang Dark Prince
Arrows Electro Wizard
Arrows
Miner Goblin Gang Dark Prince Electro Wizard Mega Knight
Arrows
Arrows
Dark Prince Mega Knight
Bats Goblin Gang Electro Wizard
Bats Electro Wizard
Dark Prince Miner Electro Wizard Mega Knight

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