My Best Clash Royale Deck

Deck Check Rating

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

Why?

Missing cards in your collection

Rascals Magic Archer

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 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 Giant Balloon Inferno Dragon

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 Arrows Lightning

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.

Lightning

Dropped at the bridge

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

Barbarians 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 Balloon Inferno Dragon
Giant Snowball
Bats Barbarians Balloon Inferno Dragon
Zap
Bats Balloon Inferno Dragon
Barbarian Barrel
Barbarians
The Log
Barbarians
Earthquake
Barbarians
Arrows
Bats
Royal Delivery
Bats Barbarians Balloon Inferno Dragon
Fireball
Barbarians Balloon Inferno Dragon
Poison
Bats Barbarians Balloon
Lightning
Balloon Inferno Dragon
Rocket
Barbarians Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Inferno Dragon

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.

Barbarians

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 Inferno Dragon Barbarians Giant Balloon Lightning

Shortest cycle

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

11 Bats Zap Arrows Inferno Dragon

Attack Synergies 8 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 Inferno Dragon
Zap
Arrows Giant Balloon Bats
Arrows
Zap Giant Balloon Lightning
Barbarians
Balloon
Giant
Bats Zap Arrows Lightning Balloon
Balloon
Bats Zap Arrows Barbarians Giant
Lightning
Giant Arrows
Inferno Dragon
Bats

Defense Synergies 0 7

Bats
Zap Inferno Dragon
Zap
Bats Arrows Barbarians Inferno Dragon
Arrows
Zap Barbarians Lightning
Barbarians
Zap Arrows
Giant
Balloon
Lightning
Arrows
Inferno Dragon
Bats Zap

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.

Lightning Zap
Barbarians Inferno Dragon Bats Zap
Barbarians Bats Lightning Inferno Dragon
Barbarians Inferno Dragon Bats
Lightning Arrows Barbarians
Arrows Bats Zap
Bats Lightning Inferno Dragon Zap Arrows
Lightning Zap Arrows Barbarians
Barbarians Inferno Dragon
Barbarians
Bats Barbarians Zap Arrows
Arrows Inferno Dragon Bats Zap
Barbarians Bats Zap Lightning
Bats Zap Arrows Barbarians
Barbarians Inferno Dragon
Barbarians Zap Lightning Inferno Dragon
Barbarians Bats Arrows
Arrows Bats Zap Barbarians
Zap Arrows Bats Barbarians Inferno Dragon
Barbarians Inferno Dragon
Bats Arrows Barbarians

Counters to secondary win conditions

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

Barbarians Zap
Zap Arrows Lightning Inferno Dragon
Barbarians Bats Zap Lightning
Lightning Bats Zap Barbarians
Barbarians Inferno Dragon
Arrows Bats Zap
Bats Barbarians Lightning
Barbarians Inferno Dragon
Zap Lightning Bats Barbarians Inferno Dragon
Barbarians Inferno Dragon
Inferno Dragon Bats Barbarians
Lightning Zap Arrows Barbarians
Barbarians Lightning
Barbarians
Barbarians Bats Zap Lightning Inferno Dragon
Bats Arrows Zap Barbarians 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.)

Lightning Arrows
Arrows Zap
Lightning Arrows
Lightning Arrows Barbarians
Zap Arrows
Arrows Bats Zap
Arrows
Arrows Zap Lightning
Arrows Zap Lightning
Lightning Bats
Lightning Zap Arrows
Lightning Zap Arrows
Lightning
Lightning Arrows
Lightning Zap Arrows
Lightning Zap Arrows
Lightning Arrows
Lightning Arrows
Bats Lightning
Lightning Zap Arrows
Lightning Zap Arrows
Lightning
Lightning Arrows
Lightning
Lightning Zap Arrows Barbarians
Zap Arrows
Inferno Dragon
Arrows Zap Lightning
Lightning Zap Arrows
Lightning Zap Arrows
Lightning Bats Zap Arrows
Zap Lightning Bats
Lightning
Lightning Zap Arrows
Zap Lightning Arrows
Arrows Lightning
Zap Lightning Bats Barbarians
Lightning Zap Arrows
Arrows
Lightning
Arrows Zap Lightning
Lightning Zap Arrows
Zap Bats Lightning
Bats Zap Lightning
Lightning Zap

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