My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Tesla Wizard

Defensive buildings

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

Tesla

Investments

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

Bats Tesla Giant Wizard Balloon

Offensive cards

Win conditions

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

Giant Balloon

Damage spells

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

Zap Rocket

Punishments

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

Giant Balloon

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.

Giant Balloon

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.

Balloon

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 Giant Skeleton Army Balloon
Giant Snowball
Bats Skeleton Army Balloon
Zap
Bats Skeleton Army Balloon
Barbarian Barrel
Tesla Wizard Skeleton Army
The Log
Skeleton Army
Earthquake
Tesla Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Wizard Skeleton Army Balloon
Fireball
Tesla Wizard Skeleton Army Balloon
Poison
Bats Wizard Skeleton Army Balloon
Lightning
Tesla Wizard Balloon
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Rocket

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 Rocket Skeleton Army

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.

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.

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 Skeleton Army Tesla Giant Wizard Balloon Rocket

Shortest cycle

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

11 Bats Zap Skeleton Army Tesla

Attack Synergies 4 5

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
Giant Balloon Zap
Zap
Giant Balloon Bats
Tesla
Giant
Bats Zap Wizard Rocket Balloon
Wizard
Giant Balloon
Rocket
Giant
Skeleton Army
Balloon
Bats Zap Giant Wizard

Defense Synergies 0 7

Bats
Zap Tesla
Zap
Bats Tesla Skeleton Army
Tesla
Bats Zap Wizard Skeleton Army
Giant
Wizard
Tesla Skeleton Army
Rocket
Skeleton Army
Zap Tesla Wizard
Balloon

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 Tesla Wizard
Skeleton Army Bats Zap Tesla
Tesla Rocket Skeleton Army Bats
Tesla Skeleton Army Bats
Rocket Skeleton Army
Skeleton Army Bats Zap Tesla
Bats Tesla Rocket Zap Wizard
Rocket Zap Tesla
Tesla Skeleton Army
Skeleton Army Tesla
Bats Skeleton Army Zap Tesla Wizard
Tesla Bats Zap Wizard
Tesla Skeleton Army Bats Zap Wizard Rocket
Wizard Rocket Skeleton Army Bats Zap Tesla
Skeleton Army Tesla
Rocket Skeleton Army Zap Tesla
Tesla Wizard Bats Skeleton Army
Tesla Bats Zap Wizard Skeleton Army
Zap Wizard Bats Tesla
Tesla
Wizard Skeleton Army Bats Tesla

Counters to secondary win conditions

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

Skeleton Army Zap Tesla
Zap Tesla Wizard Rocket
Skeleton Army Bats Zap Rocket
Rocket Skeleton Army Bats Zap Tesla
Tesla Skeleton Army
Wizard Rocket Bats Zap Tesla
Rocket Skeleton Army Bats Tesla
Tesla Skeleton Army
Zap Rocket Bats Skeleton Army
Tesla Skeleton Army
Bats Tesla
Rocket Skeleton Army Zap
Rocket Skeleton Army Tesla Wizard
Wizard Tesla Skeleton Army
Tesla Skeleton Army Bats Zap Rocket
Bats Zap Tesla 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.)

Rocket
Zap
Rocket
Rocket
Wizard Rocket Zap
Wizard Bats Zap Rocket
Wizard
Zap Wizard
Zap Wizard
Rocket Bats
Rocket Zap Wizard
Zap Wizard Rocket
Rocket
Rocket
Zap
Rocket Zap Wizard
Wizard Rocket
Rocket
Bats Rocket
Rocket Zap Wizard
Rocket Zap Wizard
Rocket
Rocket Wizard
Rocket
Rocket Zap
Zap Wizard
Zap Wizard
Zap Wizard
Rocket Zap
Bats Zap Wizard
Zap Rocket Bats Wizard
Zap Wizard Rocket
Zap Rocket
Rocket Wizard
Zap Bats Rocket Skeleton Army
Rocket Zap Wizard
Wizard Rocket
Zap Wizard
Rocket Zap
Zap Bats Rocket
Bats Zap Rocket
Zap Rocket

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