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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Baby 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 Wizard Baby 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.

Fireball The Log

Punishments

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

Miner Mega Knight

Pump responses

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

Fireball Miner

Dropped at the bridge

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

Baby Dragon 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.

Miner

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 Skeleton Army Miner
Giant Snowball
Bats Skeleton Army Baby Dragon Miner
Zap
Bats Skeleton Army
Barbarian Barrel
Wizard Skeleton Army
The Log
Skeleton Army
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Wizard Skeleton Army Baby Dragon Miner
Fireball
Wizard Skeleton Army Baby Dragon
Poison
Bats Wizard Skeleton Army
Lightning
Wizard Baby Dragon
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Baby Dragon The Log Mega Knight

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 Skeleton Army Baby Dragon Miner Mega Knight

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 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 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 The Log Skeleton Army Miner Fireball Baby Dragon Wizard Mega Knight

Shortest cycle

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

10 Bats The Log Skeleton Army Miner

Attack Synergies 2 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 Baby Dragon
Fireball
Baby Dragon The Log Miner Mega Knight
Wizard
Miner Mega Knight
Skeleton Army
Baby Dragon
Bats Fireball Miner Mega Knight
The Log
Fireball Miner Mega Knight
Miner
Bats Fireball Wizard Baby Dragon The Log Mega Knight
Mega Knight
Bats Fireball Wizard Baby Dragon The Log Miner

Defense Synergies 1 14

Bats
Baby Dragon The Log Mega Knight
Fireball
The Log Miner Mega Knight
Wizard
Skeleton Army The Log Mega Knight
Skeleton Army
Wizard The Log
Baby Dragon
Bats The Log Mega Knight
The Log
Fireball Bats Wizard Skeleton Army Baby Dragon Miner Mega Knight
Miner
Fireball The Log Mega Knight
Mega Knight
Bats Fireball Wizard Baby Dragon The Log Miner

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.

Fireball Wizard Baby Dragon The Log
Skeleton Army Bats The Log Mega Knight
Skeleton Army Mega Knight Bats
Skeleton Army Bats Mega Knight
Fireball Skeleton Army The Log Mega Knight
Fireball Skeleton Army The Log Bats Baby Dragon Mega Knight
Bats Fireball Wizard Baby Dragon
Fireball Baby Dragon The Log Mega Knight
Skeleton Army
Skeleton Army Miner Mega Knight
Bats Skeleton Army Fireball Wizard Baby Dragon The Log Mega Knight
Bats Fireball Wizard Baby Dragon
Skeleton Army Mega Knight Bats Fireball Wizard The Log
Fireball Wizard Skeleton Army Mega Knight Bats Baby Dragon The Log
Skeleton Army Mega Knight
Skeleton Army Fireball The Log Mega Knight
Wizard Mega Knight Bats Fireball Skeleton Army
Fireball Mega Knight Bats Wizard Skeleton Army Baby Dragon The Log
Wizard Baby Dragon The Log Bats Fireball Mega Knight
Wizard Skeleton Army Mega Knight Bats Fireball Baby Dragon The Log

Counters to secondary win conditions

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

Skeleton Army Mega Knight Fireball
Fireball Wizard Baby Dragon The Log Miner Mega Knight
Skeleton Army Mega Knight Bats The Log
Skeleton Army Mega Knight Bats Fireball The Log
Skeleton Army Mega Knight
Fireball Wizard Bats Baby Dragon
Skeleton Army Bats Fireball
Mega Knight Skeleton Army
Mega Knight Bats Fireball Skeleton Army Baby Dragon The Log
Skeleton Army
Mega Knight Bats
Skeleton Army Mega Knight Fireball The Log
Skeleton Army Mega Knight Fireball Wizard
Wizard Fireball Skeleton Army Baby Dragon Mega Knight
Skeleton Army Bats Fireball Baby Dragon The Log
Bats Mega Knight Fireball Wizard Baby Dragon 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.)

Fireball Baby Dragon The Log
Fireball Baby Dragon The Log Miner
Fireball Baby Dragon The Log Miner
Fireball The Log
Fireball Wizard Baby Dragon The Log Mega Knight
Fireball Wizard Bats Baby Dragon
Wizard Baby Dragon The Log
Fireball The Log Wizard Baby Dragon
Fireball The Log Miner Wizard
Bats Fireball
Miner Fireball Wizard The Log
Fireball Wizard Baby Dragon
Fireball Baby Dragon The Log Miner
Fireball Baby Dragon
Fireball Baby Dragon The Log
Fireball Wizard Baby Dragon The Log
Fireball Wizard Baby Dragon The Log Mega Knight
Fireball
Bats
Fireball Wizard Baby Dragon The Log Mega Knight
Fireball Wizard Baby Dragon The Log Miner Mega Knight
Fireball Baby Dragon The Log Mega Knight
Fireball Wizard
The Log
Fireball Baby Dragon The Log
The Log Fireball Wizard Baby Dragon Mega Knight
Fireball The Log Miner Wizard Baby Dragon
Fireball Wizard Baby Dragon The Log Miner Mega Knight
Fireball Miner Baby Dragon The Log
Bats Fireball Wizard Baby Dragon
Bats Fireball Wizard
Fireball
Fireball Wizard The Log Miner Mega Knight
Fireball
Mega Knight
Fireball Wizard The Log
Bats Fireball Skeleton Army
Fireball Wizard Baby Dragon
The Log Fireball
Fireball Miner Wizard Baby Dragon Mega Knight
The Log Fireball Wizard Baby Dragon
Fireball
Mega Knight
Bats Fireball Baby Dragon The Log
Bats Fireball
Fireball Baby Dragon The Log Miner Mega Knight

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