My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Firecracker Electro Wizard Ram Rider

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 Firecracker Electro Wizard Lumberjack Ram Rider Mega Knight

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Void

Punishments

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

Goblin Gang Lumberjack Ram Rider Mega Knight

Pump responses

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

Void

Dropped at the bridge

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

Goblin Gang Lumberjack Ram Rider 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.

Firecracker Electro Wizard Lumberjack Ram Rider

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 Ram Rider
Giant Snowball
Bats Goblin Gang Lumberjack Ram Rider
Zap
Bats Goblin Gang Firecracker Ram Rider
Barbarian Barrel
Goblin Gang Firecracker Electro Wizard Lumberjack
The Log
Goblin Gang Firecracker Lumberjack Ram Rider
Earthquake
Goblin Gang Firecracker
Arrows
Bats Goblin Gang Firecracker
Royal Delivery
Bats Goblin Gang Firecracker Electro Wizard Lumberjack Ram Rider
Fireball
Goblin Gang Firecracker Electro Wizard Lumberjack Ram Rider
Poison
Bats Goblin Gang Firecracker Electro Wizard
Lightning
Electro Wizard Lumberjack Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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 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 Goblin Gang Firecracker Void Electro Wizard Lumberjack Ram Rider Mega Knight

Shortest cycle

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

11 Bats Goblin Gang Firecracker Void

Attack Synergies 1 13

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
Mega Knight Firecracker Lumberjack Ram Rider
Goblin Gang
Firecracker
Firecracker
Bats Goblin Gang Lumberjack Ram Rider Mega Knight
Void
Electro Wizard
Lumberjack Ram Rider Mega Knight
Lumberjack
Bats Firecracker Electro Wizard Ram Rider Mega Knight
Ram Rider
Bats Firecracker Electro Wizard Lumberjack Mega Knight
Mega Knight
Bats Firecracker Electro Wizard Lumberjack Ram Rider

Defense Synergies 0 14

Bats
Firecracker Electro Wizard Lumberjack Mega Knight
Goblin Gang
Firecracker Electro Wizard Lumberjack
Firecracker
Bats Goblin Gang Electro Wizard Lumberjack Mega Knight
Void
Electro Wizard
Bats Goblin Gang Firecracker Lumberjack Ram Rider Mega Knight
Lumberjack
Bats Goblin Gang Firecracker Electro Wizard Ram Rider
Ram Rider
Electro Wizard Lumberjack
Mega Knight
Bats Firecracker Electro Wizard

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.

Firecracker Void Electro Wizard Ram Rider
Lumberjack Bats Goblin Gang Firecracker Electro Wizard Ram Rider Mega Knight
Goblin Gang Lumberjack Ram Rider Mega Knight Bats Void Electro Wizard
Lumberjack Bats Goblin Gang Firecracker Electro Wizard Ram Rider Mega Knight
Firecracker Lumberjack Mega Knight
Goblin Gang Bats Firecracker Electro Wizard Lumberjack Mega Knight
Bats Electro Wizard Ram Rider Goblin Gang Firecracker Void
Void Electro Wizard Ram Rider Mega Knight
Goblin Gang Lumberjack
Goblin Gang Firecracker Electro Wizard Lumberjack Mega Knight
Bats Goblin Gang Electro Wizard Firecracker Lumberjack Ram Rider Mega Knight
Bats Goblin Gang Firecracker Electro Wizard Ram Rider
Lumberjack Mega Knight Bats Goblin Gang Electro Wizard Ram Rider
Mega Knight Bats Goblin Gang Firecracker Electro Wizard Lumberjack
Goblin Gang Electro Wizard Lumberjack Ram Rider Mega Knight
Goblin Gang Electro Wizard Lumberjack Ram Rider Mega Knight
Mega Knight Bats Goblin Gang Firecracker Electro Wizard Lumberjack
Mega Knight Bats Goblin Gang Firecracker Electro Wizard Lumberjack Ram Rider
Bats Firecracker Electro Wizard Lumberjack Ram Rider Mega Knight
Electro Wizard Lumberjack Ram Rider
Goblin Gang Mega Knight Bats Firecracker Electro Wizard Lumberjack

Counters to secondary win conditions

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

Goblin Gang Lumberjack Mega Knight Void Electro Wizard
Void Electro Wizard Goblin Gang Firecracker Lumberjack Mega Knight
Goblin Gang Lumberjack Mega Knight Bats Electro Wizard Ram Rider
Goblin Gang Lumberjack Mega Knight Bats Electro Wizard Ram Rider
Goblin Gang Lumberjack Ram Rider Mega Knight
Firecracker Bats Goblin Gang Electro Wizard Ram Rider
Goblin Gang Bats Void Electro Wizard Lumberjack Ram Rider
Mega Knight Lumberjack
Void Electro Wizard Mega Knight Bats Firecracker
Goblin Gang
Mega Knight Bats Lumberjack
Mega Knight Void Electro Wizard
Mega Knight Goblin Gang Lumberjack Ram Rider
Firecracker Mega Knight
Goblin Gang Electro Wizard Bats Firecracker Lumberjack
Bats Mega Knight Firecracker 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.)

Void Firecracker
Firecracker Void Electro Wizard Ram Rider
Void
Firecracker Void
Firecracker Mega Knight
Firecracker Bats Ram Rider
Firecracker
Firecracker Ram Rider
Void Firecracker Ram Rider
Bats Goblin Gang Void Electro Wizard Lumberjack
Firecracker Void Electro Wizard Ram Rider
Void Firecracker
Firecracker Void
Firecracker Void
Firecracker
Firecracker
Firecracker Mega Knight
Bats
Void Firecracker Electro Wizard Mega Knight
Firecracker Mega Knight
Void Mega Knight
Void
Void
Void
Firecracker Mega Knight
Firecracker Void Electro Wizard Ram Rider
Void Ram Rider Mega Knight
Void Firecracker
Bats Firecracker Electro Wizard
Electro Wizard Bats Firecracker Void
Void
Void Mega Knight
Void Firecracker Electro Wizard
Mega Knight
Firecracker
Electro Wizard Bats Goblin Gang Void
Firecracker Electro Wizard Ram Rider
Void Goblin Gang Firecracker Electro Wizard Lumberjack Mega Knight
Firecracker
Void
Firecracker Mega Knight
Bats Goblin Gang Firecracker Electro Wizard
Firecracker Bats Void Electro Wizard
Void Firecracker Electro Wizard Mega Knight

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