My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
Versatility
Good
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 Goblin Gang

Defensive buildings

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

Cannon

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 Royal Giant

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Poison

Punishments

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

Goblin Gang Royal Giant

Pump responses

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

Poison

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 Royal 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 Goblin Gang Royal Giant
Giant Snowball
Bats Minions Cannon Goblin Gang
Zap
Bats Minions Cannon Goblin Gang Royal Giant
Barbarian Barrel
Knight Cannon Goblin Gang
The Log
Cannon Goblin Gang Royal Giant
Earthquake
Cannon Goblin Gang
Arrows
Bats Minions Goblin Gang
Royal Delivery
Bats Knight Minions Goblin Gang
Fireball
Minions Cannon Goblin Gang
Poison
Bats Minions Cannon Goblin Gang
Lightning
Knight Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Poison

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 Poison

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.

Royal Giant

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 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 Knight Minions Cannon Goblin Gang Poison Royal Giant

Shortest cycle

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

10 Bats Zap Knight Minions

Attack Synergies 6 8

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 Royal Giant Zap Minions
Zap
Bats Knight Minions Royal Giant Poison
Knight
Bats Minions Goblin Gang Zap Poison
Minions
Knight Royal Giant Bats Zap
Cannon
Goblin Gang
Knight Royal Giant
Royal Giant
Bats Minions Poison Zap Goblin Gang
Poison
Royal Giant Zap Knight

Defense Synergies 5 11

Bats
Knight Zap Minions Cannon
Zap
Cannon Bats Knight Minions Goblin Gang Poison
Knight
Bats Minions Cannon Goblin Gang Zap Poison
Minions
Knight Bats Zap Cannon
Cannon
Zap Knight Bats Minions Goblin Gang Poison
Goblin Gang
Knight Zap Cannon
Royal Giant
Poison
Zap Knight Cannon

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 Knight Minions Cannon
Bats Zap Knight Minions Cannon Goblin Gang
Cannon Goblin Gang Bats Knight Minions
Cannon Bats Knight Minions Goblin Gang
Poison
Goblin Gang Bats Zap Minions Cannon
Bats Minions Zap Cannon Goblin Gang Poison
Zap Cannon Poison
Cannon Minions Goblin Gang
Knight Goblin Gang Cannon
Bats Minions Goblin Gang Poison Zap Knight Cannon
Minions Bats Zap Goblin Gang Poison
Cannon Bats Zap Knight Minions Goblin Gang
Bats Zap Minions Cannon Goblin Gang Poison
Knight Cannon Goblin Gang
Zap Cannon Goblin Gang
Bats Knight Minions Cannon Goblin Gang Poison
Cannon Bats Zap Knight Minions Goblin Gang
Zap Poison Bats Knight Minions Cannon
Cannon
Goblin Gang Bats Knight Minions Cannon Poison

Counters to secondary win conditions

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

Knight Goblin Gang Zap
Poison Zap Knight Goblin Gang
Goblin Gang Bats Zap Knight Minions
Goblin Gang Bats Zap Knight
Knight Cannon Goblin Gang
Poison Bats Zap Minions Goblin Gang
Goblin Gang Bats Knight Minions
Knight
Zap Bats Knight Minions Poison
Cannon Goblin Gang
Bats Knight Minions
Zap Poison
Knight Cannon Goblin Gang
Cannon
Goblin Gang Bats Zap Knight Minions Poison
Bats Minions Poison Zap Cannon

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.)

Poison Knight
Poison Zap
Poison
Knight Poison
Poison Zap
Poison Bats Zap Minions
Poison
Poison Zap
Poison Zap
Bats Minions Goblin Gang Poison
Poison Zap Knight
Poison Zap
Poison Knight
Minions Poison
Zap Poison
Zap Poison
Poison
Poison
Bats Minions
Zap Poison
Zap Poison
Minions Poison
Poison
Zap Poison
Zap Poison
Poison Zap
Zap Poison
Poison Zap
Poison Bats Zap
Zap Bats Minions Poison
Poison Zap
Zap Poison
Poison
Zap Bats Minions Goblin Gang
Poison Zap
Poison Knight Goblin Gang
Zap Poison
Zap Poison
Zap Bats Minions Goblin Gang Poison
Bats Zap Poison
Poison Zap

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