My Best Clash Royale Deck

Deck Check Rating

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

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!

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 Firecracker Electro Wizard Inferno Dragon

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 Firecracker Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Miner

Damage spells

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

Zap

Punishments

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

Goblin Gang Miner Mega Knight

Pump responses

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

Miner

Dropped at the bridge

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

Goblin Gang 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.

Firecracker Miner 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 Miner Inferno Dragon
Giant Snowball
Bats Goblin Gang Miner Inferno Dragon
Zap
Bats Goblin Gang Firecracker Inferno Dragon
Barbarian Barrel
Goblin Gang Firecracker Electro Wizard
The Log
Goblin Gang Firecracker
Earthquake
Goblin Gang Firecracker
Arrows
Bats Goblin Gang Firecracker
Royal Delivery
Bats Goblin Gang Firecracker Miner Electro Wizard Inferno Dragon
Fireball
Goblin Gang Firecracker Electro Wizard Inferno Dragon
Poison
Bats Goblin Gang Firecracker Electro Wizard
Lightning
Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker 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 Miner Inferno Dragon 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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Goblin Gang Firecracker Miner Electro Wizard Inferno Dragon Mega Knight

Shortest cycle

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

10 Bats Zap Goblin Gang Firecracker

Attack Synergies 8 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
Miner Mega Knight Zap Firecracker Inferno Dragon
Zap
Firecracker Miner Electro Wizard Bats Mega Knight
Goblin Gang
Miner Firecracker
Firecracker
Zap Miner Bats Goblin Gang Inferno Dragon Mega Knight
Miner
Bats Zap Goblin Gang Firecracker Electro Wizard Inferno Dragon Mega Knight
Electro Wizard
Zap Miner Mega Knight
Inferno Dragon
Mega Knight Bats Firecracker Miner
Mega Knight
Bats Inferno Dragon Zap Firecracker Miner Electro Wizard

Defense Synergies 2 19

Bats
Zap Firecracker Electro Wizard Inferno Dragon Mega Knight
Zap
Electro Wizard Mega Knight Bats Goblin Gang Firecracker Miner Inferno Dragon
Goblin Gang
Zap Firecracker Miner Electro Wizard Inferno Dragon
Firecracker
Bats Zap Goblin Gang Electro Wizard Mega Knight
Miner
Zap Goblin Gang Mega Knight
Electro Wizard
Zap Bats Goblin Gang Firecracker Inferno Dragon Mega Knight
Inferno Dragon
Bats Zap Goblin Gang Electro Wizard Mega Knight
Mega Knight
Zap Bats Firecracker Miner Electro Wizard Inferno Dragon

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 Firecracker Electro Wizard
Inferno Dragon Bats Zap Goblin Gang Firecracker Electro Wizard Mega Knight
Goblin Gang Mega Knight Bats Electro Wizard Inferno Dragon
Inferno Dragon Bats Goblin Gang Firecracker Electro Wizard Mega Knight
Firecracker Mega Knight
Goblin Gang Bats Zap Firecracker Electro Wizard Mega Knight
Bats Electro Wizard Inferno Dragon Zap Goblin Gang Firecracker
Zap Electro Wizard Mega Knight
Inferno Dragon Goblin Gang
Goblin Gang Firecracker Miner Electro Wizard Mega Knight
Bats Goblin Gang Electro Wizard Zap Firecracker Mega Knight
Inferno Dragon Bats Zap Goblin Gang Firecracker Electro Wizard
Mega Knight Bats Zap Goblin Gang Electro Wizard
Mega Knight Bats Zap Goblin Gang Firecracker Electro Wizard
Inferno Dragon Goblin Gang Electro Wizard Mega Knight
Zap Goblin Gang Electro Wizard Inferno Dragon Mega Knight
Mega Knight Bats Goblin Gang Firecracker Electro Wizard
Mega Knight Bats Zap Goblin Gang Firecracker Electro Wizard
Zap Bats Firecracker Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Goblin Gang Mega Knight Bats Firecracker 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 Electro Wizard
Electro Wizard Zap Goblin Gang Firecracker Miner Inferno Dragon Mega Knight
Goblin Gang Mega Knight Bats Zap Electro Wizard
Goblin Gang Mega Knight Bats Zap Electro Wizard
Goblin Gang Inferno Dragon Mega Knight
Firecracker Bats Zap Goblin Gang Electro Wizard
Goblin Gang Bats Electro Wizard
Mega Knight Inferno Dragon
Zap Electro Wizard Mega Knight Bats Firecracker Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Mega Knight Bats
Mega Knight Zap Electro Wizard
Mega Knight Goblin Gang
Firecracker Mega Knight
Goblin Gang Electro Wizard Bats Zap Firecracker Inferno Dragon
Bats Mega Knight Zap Firecracker Electro Wizard Inferno Dragon
Zap Electro Wizard
Mega Knight
Inferno Dragon

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.)

Firecracker
Firecracker Zap Miner Electro Wizard
Miner
Firecracker
Zap Firecracker Mega Knight
Firecracker Bats Zap
Firecracker
Zap Firecracker
Miner Zap Firecracker
Bats Goblin Gang Electro Wizard
Firecracker Miner Zap Electro Wizard
Zap Firecracker
Firecracker Miner
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker Mega Knight
Bats
Zap Firecracker Electro Wizard Mega Knight
Zap Firecracker Miner Mega Knight
Mega Knight
Zap
Zap Firecracker Mega Knight
Inferno Dragon
Firecracker Miner Zap Electro Wizard
Zap Miner Mega Knight
Miner Zap Firecracker
Bats Zap Firecracker Electro Wizard
Zap Electro Wizard Bats Firecracker
Zap Miner Mega Knight
Zap Firecracker Electro Wizard
Mega Knight
Firecracker
Zap Electro Wizard Bats Goblin Gang
Zap Firecracker Electro Wizard
Miner Goblin Gang Firecracker Electro Wizard Mega Knight
Zap Firecracker
Zap
Firecracker Mega Knight
Zap Bats Goblin Gang Firecracker Electro Wizard
Firecracker Bats Zap Electro Wizard
Zap Firecracker Miner Electro Wizard Mega Knight
Inferno Dragon
Firecracker Mega Knight

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