My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Goblin Gang Witch Electro Wizard

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 Skeleton Barrel Witch Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Skeleton Barrel

Damage spells

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

Zap Arrows

Punishments

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

Goblin Gang Skeleton Barrel Mega Knight

Pump responses

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

Missing

Dropped at the bridge

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

Goblin Gang Skeleton Barrel 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.

Skeleton Barrel Electro Wizard

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 Skeleton Barrel
Giant Snowball
Bats Goblin Gang Skeleton Barrel Witch
Zap
Bats Goblin Gang Skeleton Barrel Witch
Barbarian Barrel
Goblin Gang Skeleton Barrel Witch Electro Wizard
The Log
Goblin Gang Skeleton Barrel Witch
Earthquake
Goblin Gang Witch
Arrows
Bats Goblin Gang Skeleton Barrel Witch
Royal Delivery
Bats Goblin Gang Skeleton Barrel Witch Electro Wizard
Fireball
Goblin Gang Skeleton Barrel Witch Electro Wizard
Poison
Bats Goblin Gang Skeleton Barrel Witch Electro Wizard
Lightning
Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Bats Arrows Skeleton Barrel Mega Knight

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 Witch Electro 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Goblin Gang Skeleton Barrel Electro Wizard Witch Mega Knight

Shortest cycle

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

10 Bats Zap Arrows Goblin Gang

Attack Synergies 4 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
Skeleton Barrel Mega Knight Zap
Zap
Arrows Electro Wizard Bats Skeleton Barrel Witch Mega Knight
Arrows
Zap Skeleton Barrel Mega Knight
Goblin Gang
Skeleton Barrel
Skeleton Barrel
Bats Zap Arrows Goblin Gang Witch Mega Knight
Witch
Zap Skeleton Barrel Mega Knight
Electro Wizard
Zap Mega Knight
Mega Knight
Bats Zap Arrows Skeleton Barrel Witch Electro Wizard

Defense Synergies 3 12

Bats
Zap Electro Wizard Mega Knight
Zap
Electro Wizard Mega Knight Bats Arrows Goblin Gang Skeleton Barrel Witch
Arrows
Mega Knight Zap
Goblin Gang
Zap Electro Wizard
Skeleton Barrel
Zap Mega Knight
Witch
Zap Electro Wizard Mega Knight
Electro Wizard
Zap Bats Goblin Gang Witch Mega Knight
Mega Knight
Zap Arrows Bats Skeleton Barrel Witch Electro Wizard

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 Skeleton Barrel Electro Wizard
Bats Zap Goblin Gang Witch Electro Wizard Mega Knight
Goblin Gang Witch Mega Knight Bats Electro Wizard
Witch Bats Goblin Gang Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Goblin Gang Bats Zap Electro Wizard Mega Knight
Bats Electro Wizard Zap Arrows Goblin Gang Witch
Zap Arrows Skeleton Barrel Electro Wizard Mega Knight
Witch Goblin Gang
Goblin Gang Electro Wizard Mega Knight
Bats Goblin Gang Witch Electro Wizard Zap Arrows Mega Knight
Arrows Bats Zap Goblin Gang Witch Electro Wizard
Mega Knight Bats Zap Goblin Gang Witch Electro Wizard
Mega Knight Bats Zap Arrows Goblin Gang Witch Electro Wizard
Goblin Gang Electro Wizard Mega Knight
Zap Goblin Gang Electro Wizard Mega Knight
Mega Knight Bats Arrows Goblin Gang Witch Electro Wizard
Arrows Mega Knight Bats Zap Goblin Gang Witch Electro Wizard
Zap Arrows Witch Bats Electro Wizard Mega Knight
Electro Wizard
Goblin Gang Mega Knight Bats Arrows Witch Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Witch Electro Wizard
Electro Wizard Zap Arrows Goblin Gang Skeleton Barrel Mega Knight
Goblin Gang Mega Knight Bats Zap Witch Electro Wizard
Goblin Gang Mega Knight Bats Zap Electro Wizard
Goblin Gang Witch Mega Knight
Arrows Bats Zap Goblin Gang Skeleton Barrel Witch Electro Wizard
Goblin Gang Bats Witch Electro Wizard
Mega Knight
Zap Electro Wizard Mega Knight Bats Witch
Witch Goblin Gang
Mega Knight Bats Witch
Mega Knight Zap Arrows Electro Wizard
Mega Knight Goblin Gang Witch
Witch Mega Knight
Goblin Gang Witch Electro Wizard Bats Zap
Bats Arrows Mega Knight Zap Witch Electro 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.)

Skeleton Barrel Arrows
Arrows Zap Skeleton Barrel Electro Wizard
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Zap Arrows Mega Knight
Arrows Bats Zap Skeleton Barrel Witch
Arrows Witch
Arrows Zap Skeleton Barrel
Arrows Zap Skeleton Barrel
Bats Goblin Gang Electro Wizard
Zap Arrows Skeleton Barrel Electro Wizard
Zap Arrows
Skeleton Barrel
Arrows Skeleton Barrel
Zap Arrows Skeleton Barrel
Zap Arrows Skeleton Barrel Witch
Arrows Skeleton Barrel Mega Knight
Arrows
Bats
Zap Arrows Skeleton Barrel Electro Wizard Mega Knight
Zap Arrows Skeleton Barrel Witch Mega Knight
Mega Knight
Arrows
Zap Arrows Skeleton Barrel
Zap Arrows Witch Mega Knight
Witch
Arrows Zap Skeleton Barrel Witch Electro Wizard
Zap Arrows Skeleton Barrel Witch Mega Knight
Zap Arrows Skeleton Barrel
Bats Zap Arrows Witch Electro Wizard
Zap Electro Wizard Bats Skeleton Barrel Witch
Zap Arrows Mega Knight
Zap Arrows Electro Wizard
Mega Knight
Arrows
Zap Skeleton Barrel Electro Wizard Bats Goblin Gang Witch
Zap Arrows Witch Electro Wizard
Arrows
Goblin Gang Electro Wizard Mega Knight
Arrows Zap Skeleton Barrel
Zap Arrows
Mega Knight
Zap Bats Goblin Gang Witch Electro Wizard
Bats Zap Witch Electro Wizard
Zap Skeleton Barrel Witch Electro Wizard Mega Knight

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