My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Good
Versatility
Godly!
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 Archers Tesla

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.

Bomber Bats Archers Tesla 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 Fireball

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.

Fireball

Dropped at the bridge

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

Royal Giant Battle Healer

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
Bomber Bats Archers Royal Giant
Giant Snowball
Bomber Bats Archers
Zap
Bomber Bats Archers Royal Giant
Barbarian Barrel
Bomber Archers Tesla
The Log
Bomber Archers Royal Giant
Earthquake
Bomber Archers Tesla
Arrows
Bomber Bats Archers
Royal Delivery
Bomber Bats Archers Battle Healer
Fireball
Bomber Archers Tesla Battle Healer
Poison
Bomber Bats Archers Battle Healer
Lightning
Tesla Battle Healer
Rocket
Battle Healer

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Fireball

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 Battle Healer

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 Fireball

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.

Fireball

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.

Bomber Bats Zap Archers Tesla Fireball Battle Healer Royal Giant

Shortest cycle

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

9 Bomber Bats Zap Archers

Attack Synergies 5 10

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.

Bomber
Royal Giant Bats Zap Battle Healer
Bats
Royal Giant Bomber Zap Battle Healer
Zap
Fireball Bomber Bats Archers Royal Giant Battle Healer
Archers
Battle Healer Zap Royal Giant
Tesla
Royal Giant
Bomber Bats Fireball Zap Archers Battle Healer
Fireball
Zap Royal Giant
Battle Healer
Archers Bomber Bats Zap Royal Giant

Defense Synergies 1 14

Bomber
Bats Zap Tesla
Bats
Bomber Zap Tesla Battle Healer
Zap
Fireball Bomber Bats Archers Tesla Battle Healer
Archers
Zap Tesla Battle Healer
Tesla
Bomber Bats Zap Archers Fireball Battle Healer
Royal Giant
Fireball
Zap Tesla Battle Healer
Battle Healer
Bats Zap Archers Tesla Fireball

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.

Bomber Zap Tesla Fireball
Bomber Bats Zap Tesla Battle Healer
Tesla Bomber Bats Archers
Tesla Bomber Bats
Bomber Fireball Battle Healer
Fireball Bomber Bats Zap Archers Tesla
Bats Tesla Zap Archers Fireball
Zap Tesla Fireball Battle Healer
Tesla
Bomber Archers Tesla Battle Healer
Bats Archers Bomber Zap Tesla Fireball
Tesla Bats Zap Archers Fireball
Tesla Bomber Bats Zap Fireball Battle Healer
Bomber Fireball Bats Zap Tesla
Tesla
Zap Tesla Fireball
Tesla Bomber Bats Fireball
Tesla Fireball Bomber Bats Zap Archers Battle Healer
Zap Bomber Bats Archers Tesla Fireball Battle Healer
Tesla
Bomber Bats Archers Tesla Fireball Battle Healer

Counters to secondary win conditions

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

Zap Archers Tesla Fireball Battle Healer
Fireball Bomber Zap Archers Tesla Battle Healer
Bats Zap Battle Healer
Bats Zap Tesla Fireball Battle Healer
Tesla Battle Healer
Fireball Bats Zap Archers Tesla
Bats Archers Tesla Fireball Battle Healer
Tesla Battle Healer
Zap Bats Fireball
Tesla
Bats Tesla
Zap Fireball
Tesla Fireball
Bomber Archers Tesla Fireball
Tesla Bomber Bats Zap Archers Fireball Battle Healer
Bats Bomber Zap Archers Tesla Fireball Battle Healer

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.)

Fireball
Fireball Zap
Fireball
Fireball
Bomber Fireball Zap
Fireball Bats Zap
Bomber Archers
Fireball Zap
Fireball Zap
Bats Fireball
Zap Fireball
Fireball Zap Archers
Fireball
Fireball
Zap Fireball
Bomber Zap Fireball
Fireball
Fireball
Bomber Bats
Bomber Zap Archers Fireball
Bomber Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Bomber Fireball
Fireball Zap
Fireball Zap
Fireball Zap
Bats Zap Archers Fireball
Zap Bats Fireball
Fireball
Bomber Zap Fireball
Zap Fireball
Fireball
Zap Bats Archers Fireball
Fireball Zap Archers
Fireball
Fireball
Bomber Zap Fireball
Zap Fireball
Zap Bats Fireball
Bats Zap Fireball
Zap Fireball

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