My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
Mediocre

3 warnings Why?

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Magic Archer

Defensive buildings

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

Mortar

Investments

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

Bats Royal Recruits Giant Skeleton Magic Archer

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows The Log

Punishments

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

Mortar Royal Recruits

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.

Mortar Royal Recruits Giant Skeleton Magic Archer

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.

Giant Skeleton Magic Archer

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 Royal Recruits Clone Giant Skeleton
Giant Snowball
Bats Royal Recruits Clone
Zap
Bats Mortar Clone
Barbarian Barrel
Mortar Royal Recruits Clone Giant Skeleton Magic Archer
The Log
Royal Recruits Clone Giant Skeleton
Earthquake
Mortar Clone
Arrows
Bats Royal Recruits Clone
Royal Delivery
Bats Royal Recruits Clone Giant Skeleton Magic Archer
Fireball
Mortar Clone Magic Archer
Poison
Bats Mortar Royal Recruits Clone Magic Archer
Lightning
Mortar Magic Archer
Rocket
Mortar Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar The Log Magic Archer

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 Royal Recruits Clone Giant Skeleton

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Arrows Clone Mortar Magic Archer Giant Skeleton Royal Recruits

Shortest cycle

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

10 Bats The Log Arrows Clone

Attack Synergies 2 12

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 Skeleton Mortar Royal Recruits Clone
Arrows
Mortar Giant Skeleton
Mortar
Bats Arrows The Log
Royal Recruits
Bats Clone Magic Archer
Clone
Giant Skeleton Bats Royal Recruits Magic Archer
Giant Skeleton
Bats Clone Arrows The Log Magic Archer
The Log
Mortar Giant Skeleton Magic Archer
Magic Archer
Royal Recruits Clone Giant Skeleton The Log

Defense Synergies 0 11

Bats
Mortar Royal Recruits Giant Skeleton The Log
Arrows
Mortar Giant Skeleton
Mortar
Bats Arrows The Log
Royal Recruits
Bats The Log
Clone
Giant Skeleton
Bats Arrows The Log Magic Archer
The Log
Bats Mortar Royal Recruits Giant Skeleton Magic Archer
Magic Archer
Giant Skeleton The Log

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.

Mortar Royal Recruits The Log Magic Archer
Bats Mortar Royal Recruits The Log
Mortar Bats Royal Recruits Giant Skeleton
Royal Recruits Bats Mortar
Arrows Royal Recruits Giant Skeleton The Log
Arrows The Log Bats Magic Archer
Bats Arrows Mortar Magic Archer
Arrows Royal Recruits Giant Skeleton The Log Magic Archer
Mortar Royal Recruits
Royal Recruits Giant Skeleton
Bats Arrows Royal Recruits Giant Skeleton The Log Magic Archer
Arrows Bats Magic Archer
Mortar Royal Recruits Bats Giant Skeleton The Log
Bats Arrows Mortar Royal Recruits The Log Magic Archer
Royal Recruits Mortar
Mortar Royal Recruits The Log
Bats Arrows Mortar Royal Recruits
Arrows Mortar Bats Royal Recruits The Log Magic Archer
Arrows Mortar The Log Bats Royal Recruits Giant Skeleton Magic Archer
Mortar Royal Recruits
Royal Recruits Bats Arrows Giant Skeleton The Log

Counters to secondary win conditions

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

Royal Recruits Giant Skeleton
Arrows Mortar The Log Magic Archer
Royal Recruits Giant Skeleton Bats The Log
Royal Recruits Giant Skeleton Bats The Log
Royal Recruits Giant Skeleton
Arrows Bats Magic Archer
Royal Recruits Bats Giant Skeleton
Giant Skeleton Royal Recruits
Royal Recruits Giant Skeleton Bats Mortar The Log Magic Archer
Royal Recruits
Bats Royal Recruits Giant Skeleton
Royal Recruits Arrows Giant Skeleton The Log
Royal Recruits Giant Skeleton
Royal Recruits Magic Archer
Royal Recruits Bats Mortar Giant Skeleton The Log Magic Archer
Bats Arrows Royal Recruits Giant Skeleton The Log Magic Archer
Arrows Mortar
Mortar

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.)

Magic Archer Arrows Mortar Royal Recruits Giant Skeleton The Log
Arrows Mortar The Log Magic Archer
Arrows Giant Skeleton The Log Magic Archer
Arrows Royal Recruits Giant Skeleton The Log
Arrows Mortar The Log Magic Archer
Arrows Bats Magic Archer
Arrows Mortar The Log Magic Archer
Arrows The Log Magic Archer
Arrows The Log Mortar
Bats
Arrows Mortar Royal Recruits The Log Magic Archer
Arrows Magic Archer
Mortar The Log Magic Archer
Arrows Mortar Magic Archer
Arrows Mortar The Log Magic Archer
Arrows Mortar The Log Magic Archer
Magic Archer Arrows Mortar Royal Recruits The Log
Arrows Mortar
Bats
Arrows Mortar The Log Magic Archer
Arrows Mortar The Log Magic Archer
Giant Skeleton The Log Magic Archer
Arrows
The Log
Arrows Mortar Royal Recruits The Log
Arrows The Log Mortar Magic Archer
Arrows Mortar The Log Magic Archer
Arrows Mortar The Log Magic Archer
Arrows Mortar The Log Magic Archer
Bats Arrows Magic Archer
Bats
Arrows Mortar The Log Magic Archer
Arrows Magic Archer
Giant Skeleton
Arrows The Log Magic Archer
Bats Royal Recruits Magic Archer
Arrows Magic Archer
Arrows The Log
Magic Archer
Arrows The Log Mortar Magic Archer
Arrows Giant Skeleton
Royal Recruits
Bats Royal Recruits Giant Skeleton The Log Magic Archer
Bats Magic Archer
Mortar Royal Recruits Giant Skeleton The Log Magic Archer
Mortar

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