My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Firecracker Three Musketeers

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 Battle Ram Three Musketeers Golem Mega Knight

Offensive cards

Win conditions

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

Battle Ram Three Musketeers Golem

Damage spells

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

Zap Rage

Punishments

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

Battle Ram Mega Knight

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.

Battle Ram Golem 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 Golem

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 Battle Ram Three Musketeers
Giant Snowball
Bats Battle Ram Three Musketeers
Zap
Bats Firecracker Battle Ram Three Musketeers
Barbarian Barrel
Firecracker Battle Ram Three Musketeers
The Log
Firecracker Battle Ram Three Musketeers
Earthquake
Firecracker
Arrows
Bats Firecracker
Royal Delivery
Bats Firecracker Battle Ram Three Musketeers
Fireball
Firecracker Battle Ram Three Musketeers
Poison
Bats Firecracker Three Musketeers
Lightning
Battle Ram Three Musketeers
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Battle Ram Rage Golem 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.

Three Musketeers

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 Rage Firecracker Battle Ram Mega Knight Golem Three Musketeers

Shortest cycle

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

9 Bats Zap Rage Firecracker

Attack Synergies 3 14

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 Zap Firecracker Battle Ram Rage Golem
Zap
Firecracker Battle Ram Bats Three Musketeers Golem Mega Knight
Firecracker
Zap Bats Battle Ram Three Musketeers Golem Mega Knight
Battle Ram
Zap Bats Firecracker Three Musketeers
Three Musketeers
Zap Firecracker Battle Ram Rage
Rage
Bats Three Musketeers
Golem
Bats Zap Firecracker
Mega Knight
Bats Zap Firecracker

Defense Synergies 1 6

Bats
Zap Firecracker Mega Knight
Zap
Mega Knight Bats Firecracker Three Musketeers
Firecracker
Bats Zap Mega Knight
Battle Ram
Three Musketeers
Zap
Rage
Golem
Mega Knight
Zap Bats Firecracker

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
Bats Zap Firecracker Three Musketeers Mega Knight
Three Musketeers Mega Knight Bats
Three Musketeers Bats Firecracker Mega Knight
Firecracker Mega Knight
Bats Zap Firecracker Mega Knight
Bats Three Musketeers Zap Firecracker
Zap Mega Knight
Three Musketeers
Firecracker Mega Knight
Bats Zap Firecracker Mega Knight
Three Musketeers Bats Zap Firecracker
Mega Knight Bats Zap Three Musketeers
Three Musketeers Mega Knight Bats Zap Firecracker
Three Musketeers Mega Knight
Zap Three Musketeers Mega Knight
Three Musketeers Mega Knight Bats Firecracker
Mega Knight Bats Zap Firecracker Three Musketeers
Zap Bats Firecracker Mega Knight
Three Musketeers
Mega Knight Bats Firecracker

Counters to secondary win conditions

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

Mega Knight Zap
Zap Firecracker Mega Knight
Mega Knight Bats Zap
Mega Knight Bats Zap
Three Musketeers Mega Knight
Firecracker Bats Zap Three Musketeers
Bats
Mega Knight
Zap Mega Knight Bats Firecracker
Three Musketeers
Mega Knight Bats
Mega Knight Zap
Mega Knight Three Musketeers
Firecracker Three Musketeers Mega Knight
Bats Zap Firecracker Three Musketeers
Bats Mega Knight Zap Firecracker

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.)

Firecracker
Firecracker Zap
Firecracker
Zap Firecracker Mega Knight
Firecracker Bats Zap
Firecracker
Zap Firecracker
Zap Firecracker
Bats Three Musketeers
Firecracker Zap
Zap Firecracker
Firecracker Three Musketeers
Firecracker
Zap Firecracker
Zap Firecracker Three Musketeers
Firecracker Three Musketeers Mega Knight
Three Musketeers
Bats
Zap Firecracker Three Musketeers Mega Knight
Zap Firecracker Mega Knight
Mega Knight
Zap
Zap Firecracker Mega Knight
Firecracker Zap
Zap Mega Knight
Zap Firecracker
Bats Zap Firecracker
Zap Bats Firecracker
Zap Mega Knight
Zap Firecracker
Mega Knight
Firecracker
Zap Bats
Zap Firecracker Three Musketeers
Firecracker Three Musketeers Mega Knight
Zap Firecracker
Zap
Firecracker Three Musketeers Mega Knight
Zap Bats Firecracker
Firecracker Bats Zap
Zap Firecracker Mega Knight

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