My Best Clash Royale Deck

Deck Check Rating

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

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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Minion Horde Baby Dragon 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 Firecracker Baby Dragon Balloon Inferno Dragon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Arrows

Punishments

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

Balloon

Pump responses

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

Missing

Dropped at the bridge

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

Minion Horde Baby Dragon Balloon

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 Balloon

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 Minion Horde Balloon Inferno Dragon
Giant Snowball
Bats Minion Horde Baby Dragon Balloon Inferno Dragon
Zap
Bats Firecracker Minion Horde Balloon Inferno Dragon
Barbarian Barrel
Firecracker
The Log
Firecracker
Earthquake
Firecracker
Arrows
Bats Firecracker Minion Horde
Royal Delivery
Bats Firecracker Minion Horde Baby Dragon Balloon Inferno Dragon
Fireball
Firecracker Minion Horde Baby Dragon Balloon Inferno Dragon
Poison
Bats Firecracker Minion Horde Balloon
Lightning
Baby Dragon Balloon Inferno Dragon
Rocket
Minion Horde Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Baby Dragon

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 Baby Dragon Inferno Dragon

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.

Minion Horde

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 Zap Arrows Firecracker Baby Dragon Inferno Dragon Minion Horde Balloon

Shortest cycle

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

10 Bats Zap Arrows Firecracker

Attack Synergies 5 11

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
Balloon Zap Firecracker Baby Dragon Inferno Dragon
Zap
Arrows Firecracker Balloon Bats Minion Horde Baby Dragon
Arrows
Zap Balloon
Firecracker
Zap Bats Baby Dragon Balloon Inferno Dragon
Minion Horde
Zap
Baby Dragon
Bats Zap Firecracker Balloon Inferno Dragon
Balloon
Bats Zap Arrows Firecracker Baby Dragon
Inferno Dragon
Bats Firecracker Baby Dragon

Defense Synergies 0 11

Bats
Zap Firecracker Baby Dragon Inferno Dragon
Zap
Bats Arrows Firecracker Minion Horde Baby Dragon Inferno Dragon
Arrows
Zap
Firecracker
Bats Zap Baby Dragon
Minion Horde
Zap
Baby Dragon
Bats Zap Firecracker Inferno Dragon
Balloon
Inferno Dragon
Bats Zap Baby 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.

Zap Firecracker Minion Horde Baby Dragon
Minion Horde Inferno Dragon Bats Zap Firecracker
Minion Horde Bats Inferno Dragon
Minion Horde Inferno Dragon Bats Firecracker
Arrows Firecracker
Arrows Bats Zap Firecracker Baby Dragon
Bats Minion Horde Inferno Dragon Zap Arrows Firecracker Baby Dragon
Zap Arrows Baby Dragon
Minion Horde Inferno Dragon
Firecracker Minion Horde
Bats Minion Horde Zap Arrows Firecracker Baby Dragon
Arrows Minion Horde Inferno Dragon Bats Zap Firecracker Baby Dragon
Minion Horde Bats Zap
Bats Zap Arrows Firecracker Minion Horde Baby Dragon
Inferno Dragon Minion Horde
Minion Horde Zap Inferno Dragon
Minion Horde Bats Arrows Firecracker
Arrows Bats Zap Firecracker Minion Horde Baby Dragon
Zap Arrows Baby Dragon Bats Firecracker Inferno Dragon
Inferno Dragon
Bats Arrows Firecracker Minion Horde Baby Dragon

Counters to secondary win conditions

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

Zap
Zap Arrows Firecracker Baby Dragon Inferno Dragon
Bats Zap Minion Horde
Bats Zap Minion Horde
Minion Horde Inferno Dragon
Arrows Firecracker Bats Zap Minion Horde Baby Dragon
Bats Minion Horde
Minion Horde Inferno Dragon
Zap Minion Horde Bats Firecracker Baby Dragon Inferno Dragon
Minion Horde Inferno Dragon
Inferno Dragon Bats Minion Horde
Zap Arrows
Minion Horde
Firecracker Minion Horde Baby Dragon
Bats Zap Firecracker Minion Horde Baby Dragon Inferno Dragon
Bats Arrows Zap Firecracker Minion Horde Baby Dragon 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 Firecracker Minion Horde Baby Dragon
Arrows Firecracker Zap Baby Dragon
Arrows Minion Horde Baby Dragon
Arrows Firecracker
Zap Arrows Firecracker Minion Horde Baby Dragon
Arrows Firecracker Bats Zap Minion Horde Baby Dragon
Arrows Firecracker Minion Horde Baby Dragon
Arrows Zap Firecracker Baby Dragon
Arrows Zap Firecracker
Bats Minion Horde
Firecracker Zap Arrows Minion Horde
Zap Arrows Firecracker Baby Dragon
Firecracker Baby Dragon
Arrows Firecracker Minion Horde Baby Dragon
Zap Arrows Firecracker Baby Dragon
Zap Arrows Firecracker Minion Horde Baby Dragon
Arrows Firecracker Minion Horde Baby Dragon
Arrows
Bats Minion Horde
Zap Arrows Firecracker Baby Dragon
Zap Arrows Firecracker Baby Dragon
Minion Horde Baby Dragon
Arrows
Zap Arrows Minion Horde Baby Dragon
Zap Arrows Firecracker Baby Dragon
Minion Horde Inferno Dragon
Arrows Firecracker Zap Baby Dragon
Zap Arrows Baby Dragon
Zap Arrows Firecracker Baby Dragon
Bats Zap Arrows Firecracker Minion Horde Baby Dragon
Zap Bats Firecracker Minion Horde
Minion Horde
Zap Arrows Minion Horde
Zap Arrows Firecracker Minion Horde
Minion Horde
Arrows Firecracker
Zap Minion Horde Bats
Zap Arrows Firecracker Baby Dragon
Arrows
Firecracker Minion Horde Baby Dragon
Arrows Zap Firecracker Baby Dragon
Zap Arrows
Firecracker Minion Horde
Zap Bats Firecracker Minion Horde Baby Dragon
Firecracker Bats Zap
Zap Firecracker Baby Dragon

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