My Best Clash Royale Deck

Deck Check Rating

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

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 medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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 Firecracker Magic Archer

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.

Skeletons Bats Firecracker Magic Archer Mega Knight

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.

The Log

Punishments

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

Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Electro Spirit Magic Archer Mega Knight

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.

Electro Spirit Firecracker Goblin Barrel Magic Archer

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
Skeletons Bats Goblin Barrel
Giant Snowball
Skeletons Bats Goblin Barrel
Zap
Skeletons Bats Firecracker Goblin Barrel
Barbarian Barrel
Skeletons Electro Spirit Firecracker Goblin Barrel Magic Archer
The Log
Skeletons Electro Spirit Firecracker Goblin Barrel
Earthquake
Skeletons Firecracker Goblin Barrel
Arrows
Skeletons Electro Spirit Bats Firecracker Goblin Barrel
Royal Delivery
Skeletons Electro Spirit Bats Firecracker Goblin Barrel Magic Archer
Fireball
Firecracker Goblin Barrel Magic Archer
Poison
Bats Firecracker Magic Archer
Lightning
Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker The Log Magic Archer Mega Knight

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.

Electro Spirit Bats Mega Knight

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.

Goblin Barrel

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Electro Spirit Bats The Log Firecracker Goblin Barrel Magic Archer Mega Knight

Shortest cycle

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

6 Skeletons Electro Spirit Bats The Log

Attack Synergies 1 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.

Skeletons
Electro Spirit
Bats
Mega Knight Firecracker Goblin Barrel
Firecracker
Bats Goblin Barrel Mega Knight
Goblin Barrel
Bats Firecracker Mega Knight
The Log
Magic Archer Mega Knight
Magic Archer
The Log Mega Knight
Mega Knight
Bats Firecracker Goblin Barrel The Log Magic Archer

Defense Synergies 1 13

Skeletons
Electro Spirit Bats Firecracker The Log Magic Archer
Electro Spirit
Skeletons The Log
Bats
Skeletons Firecracker The Log Mega Knight
Firecracker
The Log Skeletons Bats Mega Knight
Goblin Barrel
The Log
Firecracker Skeletons Electro Spirit Bats Magic Archer Mega Knight
Magic Archer
Skeletons The Log Mega Knight
Mega Knight
Bats Firecracker The Log Magic Archer

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.

Firecracker The Log Magic Archer
Skeletons Bats Firecracker The Log Mega Knight
Mega Knight Skeletons Bats
Skeletons Bats Firecracker Mega Knight
Firecracker The Log Mega Knight
The Log Skeletons Electro Spirit Bats Firecracker Magic Archer Mega Knight
Bats Electro Spirit Firecracker Magic Archer
Electro Spirit The Log Magic Archer Mega Knight
Skeletons
Skeletons Firecracker Mega Knight
Bats Skeletons Electro Spirit Firecracker The Log Magic Archer Mega Knight
Bats Firecracker Magic Archer
Mega Knight Skeletons Bats The Log
Mega Knight Electro Spirit Bats Firecracker The Log Magic Archer
Mega Knight
The Log Mega Knight
Mega Knight Skeletons Bats Firecracker
Mega Knight Electro Spirit Bats Firecracker The Log Magic Archer
The Log Electro Spirit Bats Firecracker Magic Archer Mega Knight
Mega Knight Electro Spirit Bats Firecracker The Log

Counters to secondary win conditions

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

Mega Knight Skeletons
Firecracker The Log Magic Archer Mega Knight
Mega Knight Skeletons Bats The Log
Mega Knight Bats The Log
Skeletons Mega Knight
Firecracker Skeletons Electro Spirit Bats Magic Archer
Skeletons Bats
Mega Knight
Mega Knight Skeletons Electro Spirit Bats Firecracker The Log Magic Archer
Skeletons
Mega Knight Bats
Mega Knight The Log
Mega Knight Skeletons
Firecracker Magic Archer Mega Knight
Skeletons Electro Spirit Bats Firecracker The Log Magic Archer
Bats Mega Knight Electro Spirit Firecracker The Log Magic Archer

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.)

Magic Archer Firecracker The Log
Firecracker The Log Magic Archer
The Log Magic Archer
Firecracker The Log
Firecracker The Log Magic Archer Mega Knight
Firecracker Electro Spirit Bats Magic Archer
Firecracker The Log Magic Archer
The Log Firecracker Magic Archer
The Log Firecracker
Bats
Firecracker The Log Magic Archer
Firecracker Magic Archer
Firecracker The Log Magic Archer
Firecracker Magic Archer
Firecracker The Log Magic Archer
Firecracker The Log Magic Archer
Magic Archer Firecracker The Log Mega Knight
Bats
Firecracker The Log Magic Archer Mega Knight
Firecracker The Log Magic Archer Mega Knight
The Log Magic Archer Mega Knight
The Log
The Log
Firecracker The Log Electro Spirit Magic Archer Mega Knight
Firecracker The Log Magic Archer
The Log Magic Archer Mega Knight
Firecracker The Log Magic Archer
Bats Firecracker Magic Archer
Electro Spirit Bats Firecracker
The Log Magic Archer Mega Knight
Electro Spirit Firecracker Magic Archer
Mega Knight
Firecracker The Log Magic Archer
Electro Spirit Bats Magic Archer
Firecracker Magic Archer
The Log
Firecracker Magic Archer Mega Knight
The Log Firecracker Magic Archer
Firecracker Mega Knight
Electro Spirit Bats Firecracker The Log Magic Archer
Firecracker Bats Magic Archer
Firecracker The Log Magic Archer Mega Knight

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