My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

Consider adding one of these:

Let's fix it!

Let's fix it!

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

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 Archers 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 Rocket Tornado The Log

Punishments

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

Royal 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 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 Archers Royal Giant
Giant Snowball
Bats Archers
Zap
Bats Archers Royal Giant
Barbarian Barrel
Archers Knight
The Log
Archers Royal Giant
Earthquake
Archers
Arrows
Bats Archers
Royal Delivery
Bats Archers Knight
Fireball
Archers
Poison
Bats Archers
Lightning
Knight
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Rocket Tornado The Log

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 Tornado

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

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 The Log Archers Knight Tornado Royal Giant Rocket

Shortest cycle

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

9 Bats Zap The Log Archers

Attack Synergies 5 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 Royal Giant Zap
Zap
Tornado Bats Archers Knight Royal Giant The Log
Archers
Knight Zap Royal Giant
Knight
Bats Archers Zap The Log
Royal Giant
Bats Zap Archers Rocket Tornado The Log
Rocket
Tornado Royal Giant
Tornado
Zap Rocket Royal Giant The Log
The Log
Zap Knight Royal Giant Tornado

Defense Synergies 3 12

Bats
Knight Zap The Log
Zap
Bats Archers Knight Tornado The Log
Archers
Knight Zap Tornado The Log
Knight
Bats Archers Zap Tornado The Log
Royal Giant
Rocket
Tornado The Log
Tornado
Rocket Zap Archers Knight The Log
The Log
Bats Zap Archers Knight Rocket Tornado

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 The Log
Bats Zap Knight The Log
Rocket Tornado Bats Archers Knight
Bats Knight
Rocket Tornado The Log
Tornado The Log Bats Zap Archers
Bats Rocket Tornado Zap Archers
Rocket Zap The Log
Tornado
Knight Tornado Archers
Bats Archers Zap Knight Tornado The Log
Bats Zap Archers Tornado
Bats Zap Knight Rocket The Log
Rocket Bats Zap Tornado The Log
Knight
Rocket Tornado Zap The Log
Bats Knight Tornado
Bats Zap Archers Knight Tornado The Log
Zap Tornado The Log Bats Archers Knight
Tornado
Bats Archers Knight The Log

Counters to secondary win conditions

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

Knight Zap Archers
Zap Archers Knight Rocket The Log
Bats Zap Knight Rocket The Log
Rocket Bats Zap Knight Tornado The Log
Knight
Rocket Bats Zap Archers Tornado
Rocket Bats Archers Knight
Knight
Zap Rocket Bats Knight Tornado The Log
Bats Knight
Rocket Zap Tornado The Log
Rocket Knight
Archers
Bats Zap Archers Knight Rocket Tornado The Log
Bats Zap Archers The Log

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 Rocket The Log
Zap Tornado The Log
Rocket The Log
Knight Rocket The Log
Rocket Zap The Log
Bats Zap Rocket Tornado
Archers Tornado The Log
The Log Zap Tornado
The Log Zap Tornado
Rocket Bats Tornado
Rocket Zap Knight Tornado The Log
Zap Archers Rocket Tornado
Rocket Knight The Log
Rocket
Zap The Log
Rocket Zap The Log
Rocket The Log
Rocket Tornado
Bats Rocket
Rocket Zap Archers The Log
Rocket Zap Tornado The Log
Rocket The Log
Rocket Tornado
Rocket Tornado The Log
Rocket Zap The Log
Zap Tornado The Log
The Log Zap Tornado
Zap Tornado The Log
Rocket Zap Tornado The Log
Bats Zap Archers Tornado
Zap Rocket Bats
Zap Rocket The Log
Zap Rocket
Rocket The Log
Zap Bats Archers Rocket
Rocket Zap Archers Tornado
The Log
Knight Rocket
The Log Zap
Rocket Zap Tornado
Zap Bats Rocket Tornado The Log
Bats Zap Rocket Tornado
Zap Rocket Tornado The Log

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