My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Flying Machine Inferno Dragon Magic Archer

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 Knight Flying Machine Royal Ghost Inferno Dragon Magic Archer

Offensive cards

Win conditions

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

Graveyard

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.

Royal Ghost Graveyard

Pump responses

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

Fireball Graveyard

Dropped at the bridge

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

Knight Flying Machine Royal Ghost Magic Archer

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.

Royal Ghost Magic Archer Graveyard

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 Inferno Dragon Graveyard
Giant Snowball
Bats Flying Machine Inferno Dragon Graveyard
Zap
Bats Flying Machine Inferno Dragon Graveyard
Barbarian Barrel
Knight Royal Ghost Magic Archer Graveyard
The Log
Graveyard
Earthquake
Graveyard
Arrows
Bats Flying Machine Graveyard
Royal Delivery
Bats Knight Flying Machine Royal Ghost Inferno Dragon Magic Archer Graveyard
Fireball
Flying Machine Inferno Dragon Magic Archer
Poison
Bats Flying Machine Magic Archer Graveyard
Lightning
Knight Inferno Dragon Magic Archer
Rocket
Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Royal Ghost Magic Archer

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 Knight Royal Ghost Inferno Dragon

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 Graveyard

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Knight Royal Ghost Fireball Flying Machine Inferno Dragon Magic Archer Graveyard

Shortest cycle

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

12 Bats Knight Royal Ghost Fireball

Attack Synergies 3 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.

Bats
Knight Flying Machine Inferno Dragon Graveyard
Knight
Bats Graveyard Fireball Flying Machine Magic Archer
Fireball
Graveyard Knight Magic Archer
Flying Machine
Bats Knight Royal Ghost Graveyard
Royal Ghost
Flying Machine Magic Archer
Inferno Dragon
Bats
Magic Archer
Knight Fireball Royal Ghost
Graveyard
Knight Fireball Bats Flying Machine

Defense Synergies 2 4

Bats
Knight Inferno Dragon
Knight
Bats Magic Archer Fireball Flying Machine
Fireball
Knight
Flying Machine
Knight Royal Ghost
Royal Ghost
Flying Machine
Inferno Dragon
Bats
Magic Archer
Knight
Graveyard

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.

Knight Fireball Flying Machine Magic Archer
Inferno Dragon Bats Knight Flying Machine
Bats Knight Inferno Dragon
Inferno Dragon Bats Knight
Fireball
Fireball Bats Flying Machine Royal Ghost Magic Archer
Bats Inferno Dragon Fireball Flying Machine Magic Archer
Fireball Flying Machine Magic Archer
Inferno Dragon
Knight Royal Ghost
Bats Knight Fireball Flying Machine Royal Ghost Magic Archer
Inferno Dragon Bats Fireball Flying Machine Magic Archer
Bats Knight Fireball Flying Machine
Fireball Bats Royal Ghost Magic Archer
Inferno Dragon Knight
Fireball Inferno Dragon
Bats Knight Fireball
Fireball Bats Knight Flying Machine Royal Ghost Magic Archer
Bats Knight Fireball Flying Machine Royal Ghost Inferno Dragon Magic Archer
Inferno Dragon
Royal Ghost Bats Knight Fireball Flying Machine

Counters to secondary win conditions

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

Knight Fireball Royal Ghost
Fireball Knight Flying Machine Royal Ghost Inferno Dragon Magic Archer
Bats Knight
Bats Knight Fireball
Knight Inferno Dragon
Fireball Bats Flying Machine Magic Archer
Bats Knight Fireball Flying Machine
Knight Inferno Dragon
Bats Knight Fireball Flying Machine Inferno Dragon Magic Archer
Inferno Dragon
Inferno Dragon Bats Knight Flying Machine
Fireball
Knight Fireball
Fireball Flying Machine Magic Archer
Bats Knight Fireball Flying Machine Inferno Dragon Magic Archer
Bats Fireball Flying Machine Royal Ghost Inferno Dragon Magic Archer

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 Magic Archer Knight Flying Machine Royal Ghost
Fireball Flying Machine Royal Ghost Magic Archer
Fireball Flying Machine Magic Archer
Knight Fireball Flying Machine
Fireball Magic Archer
Fireball Bats Flying Machine Magic Archer
Flying Machine Magic Archer
Fireball Flying Machine Magic Archer
Fireball Flying Machine
Bats Fireball
Knight Fireball Flying Machine Magic Archer
Fireball Flying Machine Magic Archer
Flying Machine Knight Fireball Magic Archer
Fireball Flying Machine Magic Archer
Fireball Flying Machine Magic Archer
Fireball Flying Machine Magic Archer
Magic Archer Fireball Flying Machine
Fireball
Bats
Fireball Flying Machine Magic Archer
Fireball Flying Machine Magic Archer
Fireball Magic Archer
Fireball
Fireball Flying Machine
Fireball Magic Archer
Inferno Dragon
Fireball Flying Machine Royal Ghost Magic Archer
Fireball Flying Machine Magic Archer
Fireball Magic Archer
Bats Fireball Flying Machine Magic Archer
Bats Fireball Flying Machine
Fireball
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Bats Fireball Flying Machine Magic Archer
Fireball Flying Machine Magic Archer
Fireball
Fireball Knight Flying Machine Magic Archer
Fireball Flying Machine Magic Archer
Fireball
Flying Machine
Bats Fireball Flying Machine Magic Archer
Bats Fireball Flying Machine Magic Archer
Fireball Flying Machine Royal Ghost Magic Archer

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