My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Firecracker Little Prince

Defensive buildings

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

Mortar

Investments

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

Firecracker Dark Prince Mega Knight Little Prince

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Fireball

Punishments

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

Mortar Dark Prince Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Goblins Mortar Dark Prince 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 Dark Prince

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
Dark Prince
Giant Snowball
Goblins Little Prince
Zap
Goblins Firecracker Mortar Dark Prince Little Prince
Barbarian Barrel
Goblins Firecracker Mortar Dark Prince Little Prince
The Log
Goblins Firecracker Dark Prince Little Prince
Earthquake
Firecracker Mortar
Arrows
Goblins Firecracker Little Prince
Royal Delivery
Goblins Firecracker Dark Prince Little Prince
Fireball
Firecracker Mortar Little Prince
Poison
Firecracker Mortar Little Prince
Lightning
Mortar Dark Prince Little Prince
Rocket
Mortar Little Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Mortar Fireball Dark Prince 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.

Dark Prince 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

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.

Goblins Fireball

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Goblins Firecracker Little Prince Mortar Fireball Dark Prince Mega Knight

Shortest cycle

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

8 Mirror Goblins Firecracker Little Prince

Attack Synergies 1 10

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.

Goblins
Firecracker
Mortar Mirror Dark Prince Mega Knight
Mortar
Firecracker Fireball Dark Prince
Fireball
Mirror Mortar Dark Prince Mega Knight Little Prince
Mirror
Fireball Firecracker
Dark Prince
Firecracker Mortar Fireball Little Prince
Mega Knight
Firecracker Fireball
Little Prince
Fireball Dark Prince

Defense Synergies 1 14

Goblins
Firecracker Mortar Little Prince
Firecracker
Goblins Mortar Mirror Dark Prince Mega Knight
Mortar
Goblins Firecracker Fireball Mirror
Fireball
Mirror Mortar Dark Prince Mega Knight Little Prince
Mirror
Fireball Firecracker Mortar Mega Knight
Dark Prince
Firecracker Fireball Little Prince
Mega Knight
Firecracker Fireball Mirror
Little Prince
Goblins Fireball Dark Prince

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 Mortar Fireball
Goblins Firecracker Mortar Dark Prince Mega Knight
Mortar Mega Knight Goblins Dark Prince
Goblins Firecracker Mortar Dark Prince Mega Knight
Firecracker Fireball Dark Prince Mega Knight
Fireball Goblins Firecracker Dark Prince Mega Knight
Firecracker Mortar Fireball Little Prince
Fireball Mega Knight
Goblins Mortar
Goblins Firecracker Dark Prince Mega Knight Little Prince
Goblins Firecracker Fireball Dark Prince Mega Knight
Firecracker Fireball
Mortar Mega Knight Fireball Dark Prince
Fireball Mega Knight Goblins Firecracker Mortar Dark Prince
Mortar Mega Knight
Mortar Fireball Mega Knight
Mega Knight Goblins Firecracker Mortar Fireball Dark Prince
Mortar Fireball Mega Knight Goblins Firecracker Dark Prince Little Prince
Mortar Firecracker Fireball Dark Prince Mega Knight Little Prince
Mortar
Dark Prince Mega Knight Goblins Firecracker Fireball Little Prince

Counters to secondary win conditions

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

Mega Knight Goblins Fireball Dark Prince
Fireball Firecracker Mortar Mega Knight
Mega Knight Goblins Dark Prince
Dark Prince Mega Knight Fireball
Dark Prince Mega Knight
Firecracker Fireball
Dark Prince Goblins Fireball
Mega Knight Dark Prince
Mega Knight Goblins Firecracker Mortar Fireball Dark Prince
Mega Knight Dark Prince
Mega Knight Fireball Dark Prince
Dark Prince Mega Knight Fireball
Firecracker Fireball Mega Knight
Goblins Firecracker Mortar Fireball Dark Prince Little Prince
Mega Knight Firecracker Fireball Dark Prince

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 Firecracker Mortar
Firecracker Mortar Fireball
Fireball
Firecracker Fireball Dark Prince
Fireball Firecracker Mortar Dark Prince Mega Knight
Firecracker Fireball
Firecracker Mortar
Fireball Firecracker
Fireball Firecracker Mortar
Goblins Fireball
Firecracker Mortar Fireball Dark Prince
Fireball Firecracker
Firecracker Mortar Fireball
Firecracker Mortar Fireball
Firecracker Mortar Fireball
Firecracker Mortar Fireball
Firecracker Mortar Fireball Mega Knight
Mortar Fireball
Firecracker Mortar Fireball Dark Prince Mega Knight
Firecracker Mortar Fireball Mega Knight Little Prince
Fireball Mega Knight
Fireball
Mortar Fireball
Firecracker Mortar Fireball Dark Prince Mega Knight Little Prince
Firecracker Mortar Fireball
Fireball Mortar Mega Knight
Fireball Firecracker Mortar
Firecracker Fireball Little Prince
Firecracker Fireball
Fireball
Mortar Fireball Mega Knight
Firecracker Fireball
Mega Knight
Firecracker Fireball
Fireball Dark Prince
Fireball Firecracker
Fireball
Fireball Firecracker Dark Prince Mega Knight
Firecracker Mortar Fireball
Fireball
Firecracker Dark Prince Mega Knight
Firecracker Fireball
Firecracker Fireball
Firecracker Mortar Fireball Dark Prince Mega Knight Little Prince

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