My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Goblin Gang

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.

Bats Archers Knight

Offensive cards

Win conditions

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

Mortar Hog Rider

Damage spells

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

Zap Rocket

Punishments

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

Goblin Gang Mortar Hog Rider

Pump responses

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

Rocket

Dropped at the bridge

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

Knight Goblin Gang Mortar Hog Rider

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.

Hog Rider

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 Archers Goblin Gang Hog Rider
Giant Snowball
Bats Archers Goblin Gang Hog Rider
Zap
Bats Archers Goblin Gang Mortar
Barbarian Barrel
Archers Knight Goblin Gang Mortar
The Log
Archers Goblin Gang Hog Rider
Earthquake
Archers Goblin Gang Mortar Hog Rider
Arrows
Bats Archers Goblin Gang
Royal Delivery
Bats Archers Knight Goblin Gang Hog Rider
Fireball
Archers Goblin Gang Mortar Hog Rider
Poison
Bats Archers Goblin Gang Mortar
Lightning
Knight Mortar
Rocket
Mortar Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mortar Rocket

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 Rocket

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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Knight Goblin Gang Mortar Hog Rider Rocket

Shortest cycle

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

10 Bats Zap Archers Knight

Attack Synergies 8 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
Knight Hog Rider Zap Mortar
Zap
Hog Rider Bats Archers Knight Mortar
Archers
Knight Zap Mortar Hog Rider
Knight
Bats Archers Goblin Gang Mortar Hog Rider Zap
Goblin Gang
Knight Hog Rider Mortar
Mortar
Knight Bats Zap Archers Goblin Gang Hog Rider Rocket
Hog Rider
Bats Zap Knight Goblin Gang Archers Mortar Rocket
Rocket
Mortar Hog Rider

Defense Synergies 3 10

Bats
Knight Zap Mortar
Zap
Bats Archers Knight Goblin Gang Mortar
Archers
Knight Zap Goblin Gang Mortar
Knight
Bats Archers Goblin Gang Zap Mortar
Goblin Gang
Knight Zap Archers Mortar
Mortar
Bats Zap Archers Knight Goblin Gang
Hog Rider
Rocket

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.

Rocket Zap Knight Mortar
Bats Zap Knight Goblin Gang Mortar
Goblin Gang Mortar Rocket Bats Archers Knight
Bats Knight Goblin Gang Mortar
Rocket
Goblin Gang Bats Zap Archers
Bats Rocket Zap Archers Goblin Gang Mortar
Rocket Zap
Goblin Gang Mortar
Knight Goblin Gang Archers
Bats Archers Goblin Gang Zap Knight
Bats Zap Archers Goblin Gang
Mortar Bats Zap Knight Goblin Gang Rocket
Rocket Bats Zap Goblin Gang Mortar
Knight Goblin Gang Mortar
Rocket Zap Goblin Gang Mortar
Bats Knight Goblin Gang Mortar
Mortar Bats Zap Archers Knight Goblin Gang
Zap Mortar Bats Archers Knight
Mortar
Goblin Gang Bats Archers Knight

Counters to secondary win conditions

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

Knight Goblin Gang Zap Archers
Zap Archers Knight Goblin Gang Mortar Rocket
Goblin Gang Bats Zap Knight Rocket
Goblin Gang Rocket Bats Zap Knight
Knight Goblin Gang
Rocket Bats Zap Archers Goblin Gang
Goblin Gang Rocket Bats Archers Knight
Knight
Zap Rocket Bats Knight Mortar
Goblin Gang
Bats Knight
Rocket Zap
Rocket Knight Goblin Gang
Archers
Goblin Gang Bats Zap Archers Knight Mortar Rocket
Bats Zap Archers

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.)

Knight Mortar Rocket
Mortar Zap
Rocket
Knight Rocket
Rocket Zap Mortar
Bats Zap Rocket
Archers Mortar
Zap
Zap Mortar
Rocket Bats Goblin Gang
Rocket Zap Knight Mortar
Zap Archers Rocket
Rocket Knight Mortar
Mortar Rocket
Zap Mortar
Rocket Zap Mortar
Mortar Rocket
Mortar Rocket
Bats Rocket
Rocket Zap Archers Mortar
Rocket Zap Mortar
Rocket
Rocket
Rocket
Rocket Zap Mortar
Zap Mortar
Mortar Zap
Zap Mortar
Rocket Zap Mortar
Bats Zap Archers
Zap Rocket Bats
Zap Mortar Rocket
Zap Rocket
Rocket
Zap Bats Archers Goblin Gang Rocket
Rocket Zap Archers
Knight Goblin Gang Rocket
Zap Mortar
Rocket Zap
Zap Bats Goblin Gang Rocket
Bats Zap Rocket
Zap Mortar Rocket

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