My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
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 Goblin Gang Wizard

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 Battle Ram Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows Lightning

Punishments

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

Goblin Gang Battle Ram

Pump responses

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

Lightning

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 Battle Ram

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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 Arrows Knight Battle Ram

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 Wizard

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 Arrows Knight Cannon Goblin Gang Battle Ram Wizard Lightning

Shortest cycle

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

11 Bats Arrows Knight Cannon

Attack Synergies 3 7

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 Battle Ram
Arrows
Knight Battle Ram Lightning
Knight
Bats Goblin Gang Battle Ram Arrows Wizard
Cannon
Goblin Gang
Knight Battle Ram
Battle Ram
Knight Bats Arrows Goblin Gang Lightning
Wizard
Knight
Lightning
Arrows Battle Ram

Defense Synergies 3 7

Bats
Knight Cannon
Arrows
Knight Cannon Lightning
Knight
Bats Cannon Goblin Gang Arrows Wizard
Cannon
Knight Bats Arrows Goblin Gang Wizard
Goblin Gang
Knight Cannon
Battle Ram
Wizard
Knight Cannon
Lightning
Arrows

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.

Lightning Knight Cannon Wizard
Bats Knight Cannon Goblin Gang
Cannon Goblin Gang Bats Knight Lightning
Cannon Bats Knight Goblin Gang
Lightning Arrows
Arrows Goblin Gang Bats Cannon
Bats Lightning Arrows Cannon Goblin Gang Wizard
Lightning Arrows Cannon
Cannon Goblin Gang
Knight Goblin Gang Cannon
Bats Goblin Gang Arrows Knight Cannon Wizard
Arrows Bats Goblin Gang Wizard
Cannon Bats Knight Goblin Gang Wizard Lightning
Wizard Bats Arrows Cannon Goblin Gang
Knight Cannon Goblin Gang
Cannon Goblin Gang Lightning
Wizard Bats Arrows Knight Cannon Goblin Gang
Arrows Cannon Bats Knight Goblin Gang Wizard
Arrows Wizard Bats Knight Cannon
Cannon
Goblin Gang Wizard Bats Arrows Knight Cannon

Counters to secondary win conditions

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

Knight Goblin Gang
Arrows Knight Goblin Gang Wizard Lightning
Goblin Gang Bats Knight Lightning
Goblin Gang Lightning Bats Knight
Knight Cannon Goblin Gang
Arrows Wizard Bats Goblin Gang
Goblin Gang Bats Knight Lightning
Knight
Lightning Bats Knight
Cannon Goblin Gang
Bats Knight
Lightning Arrows
Lightning Knight Cannon Goblin Gang Wizard
Wizard Cannon
Goblin Gang Bats Knight Lightning
Bats Arrows Cannon Wizard

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.)

Lightning Arrows Knight
Arrows
Lightning Arrows
Lightning Arrows Knight
Wizard Arrows
Arrows Wizard Bats
Arrows Wizard
Arrows Wizard Lightning
Arrows Wizard Lightning
Lightning Bats Goblin Gang
Lightning Arrows Knight Wizard
Lightning Arrows Wizard
Lightning Knight
Lightning Arrows
Lightning Arrows
Lightning Arrows Wizard
Lightning Arrows Wizard
Lightning Arrows
Bats Lightning
Lightning Arrows Wizard
Lightning Arrows Wizard
Lightning
Lightning Arrows Wizard
Lightning
Lightning Arrows
Arrows Wizard
Arrows Wizard Lightning
Lightning Arrows Wizard
Lightning Arrows
Lightning Bats Arrows Wizard
Lightning Bats Wizard
Lightning
Lightning Arrows Wizard
Lightning Arrows
Arrows Wizard Lightning
Lightning Bats Goblin Gang
Lightning Arrows Wizard
Arrows
Lightning Knight Goblin Gang Wizard
Arrows Wizard Lightning
Lightning Arrows
Bats Goblin Gang Lightning
Bats Lightning
Lightning

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