My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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 Goblin Hut Baby Dragon

Defensive buildings

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

Goblin Hut

Investments

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

Bats Goblin Hut Baby Dragon Royal Ghost

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Fireball The Log

Punishments

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

Goblin Barrel Royal Ghost

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Baby Dragon Royal Ghost

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.

Goblin Barrel Royal Ghost

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 Goblin Barrel Skeleton Army
Giant Snowball
Bats Goblin Hut Goblin Barrel Skeleton Army Baby Dragon
Zap
Bats Goblin Hut Goblin Barrel Skeleton Army
Barbarian Barrel
Goblin Hut Goblin Barrel Skeleton Army Royal Ghost
The Log
Goblin Hut Goblin Barrel Skeleton Army
Earthquake
Goblin Hut Goblin Barrel Skeleton Army
Arrows
Bats Goblin Hut Goblin Barrel Skeleton Army
Royal Delivery
Bats Goblin Hut Goblin Barrel Skeleton Army Baby Dragon Royal Ghost
Fireball
Goblin Hut Goblin Barrel Skeleton Army Baby Dragon
Poison
Bats Goblin Hut Skeleton Army
Lightning
Goblin Hut Baby Dragon
Rocket
Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon The Log Royal Ghost

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Skeleton Army Baby Dragon Royal Ghost

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 Goblin Barrel Skeleton Army

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 Goblin Barrel

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 The Log Goblin Barrel Skeleton Army Royal Ghost Fireball Baby Dragon Goblin Hut

Shortest cycle

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

10 Bats The Log Goblin Barrel Skeleton Army

Attack Synergies 0 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
Goblin Barrel Baby Dragon
Fireball
Baby Dragon The Log
Goblin Hut
Goblin Barrel Baby Dragon The Log Royal Ghost
Goblin Barrel
Bats Goblin Hut Skeleton Army Baby Dragon Royal Ghost
Skeleton Army
Goblin Barrel
Baby Dragon
Bats Fireball Goblin Hut Goblin Barrel
The Log
Fireball Goblin Hut
Royal Ghost
Goblin Hut Goblin Barrel

Defense Synergies 1 9

Bats
Baby Dragon The Log
Fireball
The Log Goblin Hut
Goblin Hut
Fireball Skeleton Army Baby Dragon Royal Ghost
Goblin Barrel
Skeleton Army
Goblin Hut The Log
Baby Dragon
Bats Goblin Hut The Log
The Log
Fireball Bats Skeleton Army Baby Dragon Royal Ghost
Royal Ghost
Goblin Hut The Log

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.

Fireball Goblin Hut Baby Dragon The Log
Skeleton Army Bats Goblin Hut The Log
Goblin Hut Skeleton Army Bats
Goblin Hut Skeleton Army Bats
Fireball Skeleton Army The Log
Fireball Skeleton Army The Log Bats Baby Dragon Royal Ghost
Bats Fireball Goblin Hut Baby Dragon
Fireball Baby Dragon The Log
Goblin Hut Skeleton Army
Skeleton Army Royal Ghost
Bats Skeleton Army Fireball Goblin Hut Baby Dragon The Log Royal Ghost
Bats Fireball Goblin Hut Baby Dragon
Goblin Hut Skeleton Army Bats Fireball The Log
Fireball Skeleton Army Bats Goblin Hut Baby Dragon The Log Royal Ghost
Skeleton Army Goblin Hut
Skeleton Army Fireball Goblin Hut The Log
Bats Fireball Goblin Hut Skeleton Army
Fireball Bats Goblin Hut Skeleton Army Baby Dragon The Log Royal Ghost
Baby Dragon The Log Bats Fireball Goblin Hut Royal Ghost
Goblin Hut
Skeleton Army Royal Ghost Bats Fireball Baby Dragon The Log

Counters to secondary win conditions

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

Skeleton Army Fireball Goblin Hut Royal Ghost
Fireball Baby Dragon The Log Royal Ghost
Skeleton Army Bats Goblin Hut The Log
Skeleton Army Bats Fireball The Log
Goblin Hut Skeleton Army
Fireball Bats Goblin Hut Baby Dragon
Skeleton Army Bats Fireball Goblin Hut
Skeleton Army
Bats Fireball Goblin Hut Skeleton Army Baby Dragon The Log
Goblin Hut Skeleton Army
Bats Goblin Hut
Skeleton Army Fireball The Log
Skeleton Army Fireball
Fireball Skeleton Army Baby Dragon
Goblin Hut Skeleton Army Bats Fireball Baby Dragon The Log
Bats Fireball Goblin Hut Baby Dragon The Log Royal Ghost

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 Baby Dragon The Log Royal Ghost
Fireball Baby Dragon The Log Royal Ghost
Fireball Goblin Hut Baby Dragon The Log
Fireball The Log
Fireball Baby Dragon The Log
Fireball Bats Baby Dragon
Baby Dragon The Log
Fireball The Log Baby Dragon
Fireball The Log
Bats Fireball
Fireball The Log
Fireball Baby Dragon
Fireball Goblin Hut Baby Dragon The Log
Fireball Baby Dragon
Fireball Goblin Hut Baby Dragon The Log
Fireball Goblin Hut Baby Dragon The Log
Fireball Goblin Hut Baby Dragon The Log
Fireball
Bats
Fireball Baby Dragon The Log
Fireball Baby Dragon The Log
Fireball Baby Dragon The Log
Fireball
The Log
Fireball Baby Dragon The Log
The Log Fireball Baby Dragon
Fireball The Log Baby Dragon Royal Ghost
Fireball Baby Dragon The Log
Fireball Baby Dragon The Log
Bats Fireball Baby Dragon
Bats Fireball Goblin Hut
Fireball
Fireball The Log
Fireball
Fireball The Log
Bats Fireball Goblin Hut Skeleton Army
Fireball Baby Dragon
The Log Fireball
Fireball Baby Dragon
The Log Fireball Baby Dragon
Fireball
Bats Fireball Baby Dragon The Log
Bats Fireball
Fireball Baby Dragon The Log Royal Ghost

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