My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
Mediocre

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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!

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 Musketeer Furnace Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Musketeer Furnace Bandit Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap

Punishments

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

Goblin Gang Bandit 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.

Goblin Gang Bandit 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.

Bandit

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 Bandit Inferno Dragon
Giant Snowball
Bats Goblin Gang Musketeer Furnace Inferno Dragon
Zap
Bats Goblin Gang Furnace Bandit Inferno Dragon
Barbarian Barrel
Goblin Gang Musketeer Furnace Bandit
The Log
Goblin Gang Musketeer Furnace Bandit
Earthquake
Goblin Gang Furnace
Arrows
Bats Goblin Gang Furnace
Royal Delivery
Bats Goblin Gang Musketeer Bandit Inferno Dragon
Fireball
Goblin Gang Musketeer Furnace Bandit Inferno Dragon
Poison
Bats Goblin Gang Musketeer Furnace
Lightning
Musketeer Furnace Bandit Inferno Dragon
Rocket
Musketeer Furnace Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Zap Furnace 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 Inferno Dragon 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 Musketeer Furnace

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Goblin Gang Bandit Musketeer Furnace Inferno Dragon Mega Knight

Shortest cycle

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

10 Bats Zap Goblin Gang Bandit

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
Mega Knight Zap Bandit Inferno Dragon
Zap
Bats Musketeer Furnace Bandit Mega Knight
Goblin Gang
Bandit
Musketeer
Zap Bandit Mega Knight
Furnace
Zap Bandit
Bandit
Bats Zap Goblin Gang Musketeer Furnace Mega Knight
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Zap Musketeer Bandit

Defense Synergies 2 19

Bats
Zap Musketeer Bandit Inferno Dragon Mega Knight
Zap
Mega Knight Bats Goblin Gang Musketeer Furnace Bandit Inferno Dragon
Goblin Gang
Musketeer Zap Furnace Bandit Inferno Dragon
Musketeer
Goblin Gang Bats Zap Furnace Bandit Mega Knight
Furnace
Zap Goblin Gang Musketeer Bandit
Bandit
Bats Zap Goblin Gang Musketeer Furnace Mega Knight
Inferno Dragon
Bats Zap Goblin Gang Mega Knight
Mega Knight
Zap Bats Musketeer Bandit Inferno 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 Musketeer
Inferno Dragon Bats Zap Goblin Gang Musketeer Furnace Bandit Mega Knight
Goblin Gang Furnace Mega Knight Bats Musketeer Bandit Inferno Dragon
Inferno Dragon Bats Goblin Gang Musketeer Furnace Bandit Mega Knight
Mega Knight
Goblin Gang Bats Zap Musketeer Furnace Bandit Mega Knight
Bats Musketeer Furnace Inferno Dragon Zap Goblin Gang
Zap Musketeer Bandit Mega Knight
Inferno Dragon Goblin Gang Musketeer Furnace
Goblin Gang Musketeer Bandit Mega Knight
Bats Goblin Gang Zap Musketeer Furnace Bandit Mega Knight
Musketeer Inferno Dragon Bats Zap Goblin Gang Furnace
Furnace Mega Knight Bats Zap Goblin Gang Musketeer Bandit
Mega Knight Bats Zap Goblin Gang Furnace
Inferno Dragon Goblin Gang Furnace Bandit Mega Knight
Zap Goblin Gang Furnace Bandit Inferno Dragon Mega Knight
Mega Knight Bats Goblin Gang Musketeer Furnace
Mega Knight Bats Zap Goblin Gang Musketeer Furnace Bandit
Zap Furnace Bats Musketeer Bandit Inferno Dragon Mega Knight
Musketeer Inferno Dragon
Goblin Gang Mega Knight Bats Musketeer Furnace Bandit

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Furnace Bandit
Bandit Zap Goblin Gang Musketeer Inferno Dragon Mega Knight
Goblin Gang Bandit Mega Knight Bats Zap Musketeer Furnace
Goblin Gang Mega Knight Bats Zap Musketeer Bandit
Goblin Gang Musketeer Bandit Inferno Dragon Mega Knight
Furnace Bats Zap Goblin Gang Musketeer
Goblin Gang Bats Musketeer Furnace Bandit
Mega Knight Inferno Dragon
Zap Mega Knight Bats Bandit Inferno Dragon
Goblin Gang Musketeer Inferno Dragon
Inferno Dragon Mega Knight Bats Musketeer
Mega Knight Zap
Mega Knight Goblin Gang Bandit
Musketeer Furnace Mega Knight
Goblin Gang Bats Zap Musketeer Furnace Inferno Dragon
Bats Mega Knight Zap Musketeer 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.)

Musketeer Bandit
Zap Musketeer Bandit
Bandit
Musketeer
Zap Furnace Mega Knight
Bats Zap Musketeer Furnace
Musketeer Furnace
Zap
Zap Bandit
Bats Goblin Gang Musketeer
Zap Musketeer Bandit
Zap Musketeer
Musketeer Bandit
Musketeer Bandit
Zap Musketeer Furnace
Zap Musketeer Furnace Bandit
Musketeer Furnace Bandit Mega Knight
Bats
Zap Musketeer Bandit Mega Knight
Zap Mega Knight
Musketeer Mega Knight
Musketeer
Zap Musketeer
Zap Furnace Mega Knight
Inferno Dragon
Zap Musketeer Bandit
Zap Musketeer Bandit Mega Knight
Zap Musketeer Bandit
Bats Zap Musketeer Furnace
Zap Bats Musketeer
Zap Musketeer Bandit Mega Knight
Zap
Mega Knight
Zap Bats Goblin Gang Musketeer Bandit
Zap Musketeer
Goblin Gang Musketeer Mega Knight
Zap Musketeer
Zap
Musketeer Mega Knight
Zap Bats Goblin Gang Musketeer
Bats Zap Musketeer
Zap Musketeer Bandit Mega Knight

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