My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Rascals

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Battle Ram Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows Barbarian Barrel The Log

Punishments

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

Battle Ram 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.

Battle Ram Barbarian 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.

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 Battle Ram Inferno Dragon
Giant Snowball
Bats Battle Ram Inferno Dragon
Zap
Bats Battle Ram Inferno Dragon
Barbarian Barrel
Battle Ram Electro Wizard
The Log
Battle Ram
Earthquake
Arrows
Bats
Royal Delivery
Bats Battle Ram Electro Wizard Inferno Dragon
Fireball
Battle Ram Electro Wizard Inferno Dragon
Poison
Bats Electro Wizard
Lightning
Battle Ram Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Barbarian Barrel The Log 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 Battle Ram 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.

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 Barbarian Barrel The Log Arrows Battle Ram Electro Wizard Inferno Dragon Mega Knight

Shortest cycle

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

9 Bats Barbarian Barrel The Log Arrows

Attack Synergies 3 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.

Bats
Mega Knight Battle Ram Barbarian Barrel Inferno Dragon
Arrows
Battle Ram Mega Knight
Battle Ram
The Log Bats Arrows Barbarian Barrel Electro Wizard
Barbarian Barrel
Bats Battle Ram Mega Knight
The Log
Battle Ram Mega Knight
Electro Wizard
Battle Ram Mega Knight
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Arrows Barbarian Barrel The Log Electro Wizard

Defense Synergies 1 14

Bats
Barbarian Barrel The Log Electro Wizard Inferno Dragon Mega Knight
Arrows
Mega Knight Barbarian Barrel
Battle Ram
Barbarian Barrel
Bats Arrows Electro Wizard Mega Knight
The Log
Bats Electro Wizard Inferno Dragon Mega Knight
Electro Wizard
Bats Barbarian Barrel The Log Inferno Dragon Mega Knight
Inferno Dragon
Bats The Log Electro Wizard Mega Knight
Mega Knight
Arrows Bats Barbarian Barrel The Log 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.

Barbarian Barrel The Log Electro Wizard
Inferno Dragon Bats The Log Electro Wizard Mega Knight
Mega Knight Bats Electro Wizard Inferno Dragon
Inferno Dragon Bats Electro Wizard Mega Knight
Arrows Barbarian Barrel The Log Mega Knight
Arrows Barbarian Barrel The Log Bats Electro Wizard Mega Knight
Bats Electro Wizard Inferno Dragon Arrows
Arrows Barbarian Barrel The Log Electro Wizard Mega Knight
Inferno Dragon
Barbarian Barrel Electro Wizard Mega Knight
Bats Electro Wizard Arrows Barbarian Barrel The Log Mega Knight
Arrows Inferno Dragon Bats Electro Wizard
Mega Knight Bats The Log Electro Wizard
Mega Knight Bats Arrows Barbarian Barrel The Log Electro Wizard
Inferno Dragon Electro Wizard Mega Knight
The Log Electro Wizard Inferno Dragon Mega Knight
Mega Knight Bats Arrows Electro Wizard
Arrows Mega Knight Bats Barbarian Barrel The Log Electro Wizard
Arrows Barbarian Barrel The Log Bats Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Mega Knight Bats Arrows Barbarian Barrel The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Barbarian Barrel Electro Wizard
Electro Wizard Arrows Barbarian Barrel The Log Inferno Dragon Mega Knight
Mega Knight Bats The Log Electro Wizard
Mega Knight Bats Barbarian Barrel The Log Electro Wizard
Inferno Dragon Mega Knight
Arrows Bats Electro Wizard
Bats Electro Wizard
Mega Knight Inferno Dragon
Electro Wizard Mega Knight Bats Barbarian Barrel The Log Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Bats
Mega Knight Arrows The Log Electro Wizard
Mega Knight
Mega Knight
Electro Wizard Bats Barbarian Barrel The Log Inferno Dragon
Bats Arrows Mega Knight Barbarian Barrel The Log Electro Wizard 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.)

Arrows Barbarian Barrel The Log
Arrows Barbarian Barrel The Log Electro Wizard
Arrows Barbarian Barrel The Log
Arrows Barbarian Barrel The Log
Arrows Barbarian Barrel The Log Mega Knight
Arrows Bats
Arrows The Log
Arrows The Log Barbarian Barrel
Arrows The Log
Bats Electro Wizard
Arrows Barbarian Barrel The Log Electro Wizard
Arrows
Barbarian Barrel The Log
Arrows Barbarian Barrel
Arrows Barbarian Barrel The Log
Arrows Barbarian Barrel The Log
Arrows Barbarian Barrel The Log Mega Knight
Arrows Barbarian Barrel
Bats
Arrows Barbarian Barrel The Log Electro Wizard Mega Knight
Arrows Barbarian Barrel The Log Mega Knight
The Log Mega Knight
Arrows
The Log
Arrows Barbarian Barrel The Log
Arrows The Log Barbarian Barrel Mega Knight
Inferno Dragon
Arrows The Log Barbarian Barrel Electro Wizard
Arrows The Log Mega Knight
Arrows Barbarian Barrel The Log
Bats Arrows Electro Wizard
Electro Wizard Bats
Arrows The Log Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows The Log
Electro Wizard Bats Barbarian Barrel
Arrows Electro Wizard
Arrows The Log Barbarian Barrel
Electro Wizard Mega Knight
Arrows The Log
Arrows
Mega Knight
Bats The Log Electro Wizard
Bats Electro Wizard
Barbarian Barrel The Log Electro Wizard Mega Knight

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