My Best Clash Royale Deck

Deck Check Rating

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

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 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 Knight 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.

Arrows Fireball

Punishments

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

Elite Barbarians Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Knight Elite Barbarians

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.

Elite Barbarians 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 Elite Barbarians Goblin Barrel Skeleton Army
Giant Snowball
Bats Goblin Barrel Skeleton Army
Zap
Bats Goblin Barrel Skeleton Army
Barbarian Barrel
Knight Elite Barbarians Goblin Barrel Skeleton Army Electro Wizard
The Log
Elite Barbarians Goblin Barrel Skeleton Army
Earthquake
Goblin Barrel Skeleton Army
Arrows
Bats Goblin Barrel Skeleton Army
Royal Delivery
Bats Knight Elite Barbarians Goblin Barrel Skeleton Army Electro Wizard
Fireball
Elite Barbarians Goblin Barrel Skeleton Army Electro Wizard
Poison
Bats Skeleton Army Electro Wizard
Lightning
Knight Elite Barbarians Electro Wizard
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army

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.

Elite Barbarians Fireball Goblin Barrel Skeleton Army

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Goblin Barrel Skeleton Army Fireball Electro Wizard Elite Barbarians

Shortest cycle

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

11 Bats Arrows Knight Goblin Barrel

Attack Synergies 4 10

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
Knight Elite Barbarians Goblin Barrel
Arrows
Elite Barbarians Fireball Knight Goblin Barrel
Knight
Bats Goblin Barrel Arrows Elite Barbarians Fireball Electro Wizard
Elite Barbarians
Arrows Bats Knight Fireball
Fireball
Arrows Knight Elite Barbarians Electro Wizard
Goblin Barrel
Knight Bats Arrows Skeleton Army
Skeleton Army
Goblin Barrel
Electro Wizard
Knight Fireball

Defense Synergies 2 7

Bats
Knight Electro Wizard
Arrows
Knight Fireball
Knight
Bats Electro Wizard Arrows Fireball Skeleton Army
Elite Barbarians
Fireball
Arrows Knight Electro Wizard
Goblin Barrel
Skeleton Army
Knight Electro Wizard
Electro Wizard
Knight Bats Fireball Skeleton Army

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 Fireball Electro Wizard
Elite Barbarians Skeleton Army Bats Knight Electro Wizard
Skeleton Army Bats Knight Elite Barbarians Electro Wizard
Elite Barbarians Skeleton Army Bats Knight Electro Wizard
Arrows Elite Barbarians Fireball Skeleton Army
Arrows Fireball Skeleton Army Bats Electro Wizard
Bats Electro Wizard Arrows Fireball
Arrows Fireball Electro Wizard
Elite Barbarians Skeleton Army
Knight Elite Barbarians Skeleton Army Electro Wizard
Bats Skeleton Army Electro Wizard Arrows Knight Fireball
Arrows Bats Fireball Electro Wizard
Skeleton Army Bats Knight Elite Barbarians Fireball Electro Wizard
Fireball Skeleton Army Bats Arrows Electro Wizard
Elite Barbarians Skeleton Army Knight Electro Wizard
Skeleton Army Elite Barbarians Fireball Electro Wizard
Bats Arrows Knight Elite Barbarians Fireball Skeleton Army Electro Wizard
Arrows Fireball Bats Knight Elite Barbarians Skeleton Army Electro Wizard
Arrows Bats Knight Fireball Electro Wizard
Elite Barbarians Electro Wizard
Skeleton Army Bats Arrows Knight Elite Barbarians Fireball Electro Wizard

Counters to secondary win conditions

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

Knight Skeleton Army Elite Barbarians Fireball Electro Wizard
Fireball Electro Wizard Arrows Knight Elite Barbarians
Skeleton Army Bats Knight Elite Barbarians Electro Wizard
Skeleton Army Bats Knight Elite Barbarians Fireball Electro Wizard
Knight Elite Barbarians Skeleton Army
Arrows Fireball Bats Electro Wizard
Skeleton Army Bats Knight Elite Barbarians Fireball Electro Wizard
Knight Elite Barbarians Skeleton Army
Electro Wizard Bats Knight Elite Barbarians Fireball Skeleton Army
Skeleton Army
Bats Knight Elite Barbarians
Skeleton Army Arrows Elite Barbarians Fireball Electro Wizard
Elite Barbarians Skeleton Army Knight Fireball
Fireball Skeleton Army
Elite Barbarians Skeleton Army Electro Wizard Bats Knight Fireball
Bats Arrows Elite Barbarians Fireball 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 Arrows Knight
Arrows Fireball Electro Wizard
Arrows Fireball
Arrows Knight Fireball
Fireball Arrows
Arrows Fireball Bats
Arrows
Arrows Fireball
Arrows Fireball
Bats Elite Barbarians Fireball Electro Wizard
Arrows Knight Fireball Electro Wizard
Fireball Arrows
Knight Elite Barbarians Fireball
Arrows Fireball
Arrows Elite Barbarians Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Bats
Arrows Fireball Electro Wizard
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Electro Wizard
Fireball Arrows
Fireball Arrows
Elite Barbarians Bats Arrows Fireball Electro Wizard
Electro Wizard Bats Fireball
Elite Barbarians Fireball
Arrows Fireball
Arrows Fireball Electro Wizard
Arrows Fireball
Electro Wizard Bats Fireball Skeleton Army
Fireball Arrows Electro Wizard
Arrows Fireball
Fireball Knight Electro Wizard
Arrows Fireball
Arrows Fireball
Elite Barbarians
Bats Elite Barbarians Fireball Electro Wizard
Bats Fireball Electro Wizard
Fireball Electro Wizard

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