My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Minions Flying Machine Witch

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 Giant Witch

Offensive cards

Win conditions

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

Giant

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.

Giant

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 Flying Machine Giant

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 Minions Giant
Giant Snowball
Bats Minions Flying Machine Witch
Zap
Bats Minions Flying Machine Witch
Barbarian Barrel
Knight Witch
The Log
Witch
Earthquake
Witch
Arrows
Bats Minions Flying Machine Witch
Royal Delivery
Bats Knight Minions Flying Machine Witch
Fireball
Minions Flying Machine Witch
Poison
Bats Minions Flying Machine Witch
Lightning
Knight Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Minions Witch

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 Knight Minions Flying Machine Giant Witch Rocket

Shortest cycle

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

10 Bats Zap Knight Minions

Attack Synergies 5 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
Knight Giant Zap Minions Flying Machine
Zap
Giant Bats Knight Minions Flying Machine Witch
Knight
Bats Minions Zap Flying Machine Witch
Minions
Knight Giant Bats Zap
Flying Machine
Bats Zap Knight Giant
Giant
Bats Zap Minions Flying Machine Rocket Witch
Rocket
Giant
Witch
Zap Knight Giant

Defense Synergies 2 9

Bats
Knight Zap Minions
Zap
Bats Knight Minions Flying Machine Witch
Knight
Bats Minions Zap Flying Machine Witch
Minions
Knight Bats Zap Flying Machine
Flying Machine
Zap Knight Minions
Giant
Rocket
Witch
Zap Knight

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 Minions Flying Machine
Bats Zap Knight Minions Flying Machine Witch
Rocket Witch Bats Knight Minions
Witch Bats Knight Minions
Rocket
Bats Zap Minions Flying Machine
Bats Minions Rocket Zap Flying Machine Witch
Rocket Zap Flying Machine
Witch Minions
Knight
Bats Minions Witch Zap Knight Flying Machine
Minions Bats Zap Flying Machine Witch
Bats Zap Knight Minions Flying Machine Rocket Witch
Rocket Bats Zap Minions Witch
Knight
Rocket Zap
Bats Knight Minions Witch
Bats Zap Knight Minions Flying Machine Witch
Zap Witch Bats Knight Minions Flying Machine
Bats Knight Minions Flying Machine Witch

Counters to secondary win conditions

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

Knight Zap Witch
Zap Knight Flying Machine Rocket
Bats Zap Knight Minions Rocket Witch
Rocket Bats Zap Knight
Knight Witch
Rocket Bats Zap Minions Flying Machine Witch
Rocket Bats Knight Minions Flying Machine Witch
Knight
Zap Rocket Bats Knight Minions Flying Machine Witch
Witch
Bats Knight Minions Flying Machine Witch
Rocket Zap
Rocket Knight Witch
Flying Machine Witch
Witch Bats Zap Knight Minions Flying Machine Rocket
Bats Minions Zap Flying Machine Witch

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 Flying Machine Rocket
Zap Flying Machine
Rocket Flying Machine
Knight Flying Machine Rocket
Rocket Zap
Bats Zap Minions Flying Machine Rocket Witch
Flying Machine Witch
Zap Flying Machine
Zap Flying Machine
Rocket Bats Minions
Rocket Zap Knight Flying Machine
Zap Flying Machine Rocket
Flying Machine Rocket Knight
Minions Flying Machine Rocket
Zap Flying Machine
Rocket Zap Flying Machine Witch
Flying Machine Rocket
Rocket
Bats Minions Rocket
Rocket Zap Flying Machine
Rocket Zap Flying Machine Witch
Rocket Minions
Rocket
Rocket
Rocket Zap Flying Machine
Zap Witch
Witch
Zap Flying Machine Witch
Zap Flying Machine Witch
Rocket Zap
Bats Zap Flying Machine Witch
Zap Rocket Bats Minions Flying Machine Witch
Zap Rocket
Zap Rocket
Rocket
Zap Bats Minions Flying Machine Rocket Witch
Rocket Zap Flying Machine Witch
Knight Flying Machine Rocket
Zap Flying Machine
Rocket Zap
Flying Machine
Zap Bats Minions Flying Machine Rocket Witch
Bats Zap Flying Machine Rocket Witch
Zap Flying Machine Rocket Witch

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