My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Magic Archer

Defensive buildings

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

Bomb Tower

Investments

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

Skeletons Knight Royal Giant Magic Archer

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.

Earthquake Tornado The Log

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.

Earthquake

Dropped at the bridge

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

Knight Royal Giant 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.

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
Skeletons Royal Giant
Giant Snowball
Skeletons
Zap
Skeletons Royal Giant
Barbarian Barrel
Skeletons Knight Bomb Tower Magic Archer
The Log
Skeletons Royal Giant
Earthquake
Skeletons Bomb Tower
Arrows
Skeletons
Royal Delivery
Skeletons Knight Magic Archer
Fireball
Bomb Tower Magic Archer
Poison
Bomb Tower Magic Archer
Lightning
Knight Bomb Tower Magic Archer
Rocket
Bomb Tower Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Bomb Tower Tornado 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.

Knight Tornado

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

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.

Skeletons The Log Knight Earthquake Tornado Bomb Tower Magic Archer Royal Giant

Shortest cycle

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

9 Skeletons The Log Knight Earthquake

Attack Synergies 2 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.

Skeletons
Knight
Earthquake The Log Magic Archer
Royal Giant
Earthquake Tornado The Log Magic Archer
Earthquake
Royal Giant Knight Tornado The Log
Bomb Tower
Tornado
Magic Archer Royal Giant Earthquake The Log
The Log
Knight Royal Giant Earthquake Tornado Magic Archer
Magic Archer
Tornado Knight Royal Giant The Log

Defense Synergies 5 15

Skeletons
Knight Earthquake Bomb Tower Tornado The Log Magic Archer
Knight
Bomb Tower Magic Archer Skeletons Earthquake Tornado The Log
Royal Giant
Earthquake
Skeletons Knight Bomb Tower Tornado The Log
Bomb Tower
Knight Tornado The Log Skeletons Earthquake Magic Archer
Tornado
Bomb Tower Magic Archer Skeletons Knight Earthquake The Log
The Log
Bomb Tower Skeletons Knight Earthquake Tornado Magic Archer
Magic Archer
Knight Tornado Skeletons Bomb Tower 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.

Earthquake Knight The Log Magic Archer
Bomb Tower Skeletons Knight The Log
Bomb Tower Tornado Skeletons Knight
Bomb Tower Skeletons Knight
Earthquake Bomb Tower Tornado The Log
Tornado The Log Skeletons Earthquake Bomb Tower Magic Archer
Tornado Bomb Tower Magic Archer
Earthquake Bomb Tower The Log Magic Archer
Skeletons Bomb Tower Tornado
Knight Tornado Skeletons
Skeletons Knight Earthquake Bomb Tower Tornado The Log Magic Archer
Tornado Magic Archer
Bomb Tower Skeletons Knight Earthquake The Log
Bomb Tower Earthquake Tornado The Log Magic Archer
Knight Bomb Tower
Bomb Tower Tornado The Log
Bomb Tower Skeletons Knight Tornado
Bomb Tower Knight Tornado The Log Magic Archer
Earthquake Bomb Tower Tornado The Log Knight Magic Archer
Bomb Tower Tornado
Knight Earthquake Bomb Tower The Log

Counters to secondary win conditions

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

Knight Skeletons
Knight Bomb Tower The Log Magic Archer
Skeletons Knight Bomb Tower The Log
Knight Tornado The Log
Skeletons Knight
Skeletons Bomb Tower Tornado Magic Archer
Skeletons Knight Bomb Tower
Knight Bomb Tower
Skeletons Knight Bomb Tower Tornado The Log Magic Archer
Skeletons
Knight Bomb Tower
Tornado The Log
Skeletons Knight Bomb Tower
Bomb Tower Magic Archer
Skeletons Knight Bomb Tower Tornado The Log Magic Archer
Earthquake Bomb Tower The Log Magic Archer
Bomb Tower

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.)

Earthquake Magic Archer Knight The Log
Tornado The Log Magic Archer
Earthquake The Log Magic Archer
Earthquake Knight The Log
Earthquake The Log Magic Archer
Tornado Magic Archer
Earthquake Tornado The Log Magic Archer
Earthquake The Log Tornado Magic Archer
The Log Tornado
Tornado
Knight Earthquake Tornado The Log Magic Archer
Tornado Magic Archer
Earthquake Knight The Log Magic Archer
Earthquake Magic Archer
Earthquake The Log Magic Archer
Earthquake The Log Magic Archer
Earthquake Magic Archer The Log
Earthquake Tornado
Earthquake The Log Magic Archer
Earthquake Tornado The Log Magic Archer
Earthquake The Log Magic Archer
Tornado
Tornado The Log
Earthquake The Log
Earthquake Tornado The Log Magic Archer
The Log Earthquake Tornado Magic Archer
Tornado The Log Magic Archer
Tornado The Log Magic Archer
Tornado Magic Archer
Earthquake The Log Magic Archer
Magic Archer
Earthquake The Log Magic Archer
Earthquake Magic Archer
Tornado Magic Archer
The Log
Knight Magic Archer
The Log Earthquake Magic Archer
Tornado
Tornado The Log Magic Archer
Tornado Magic Archer
Tornado The Log Magic Archer

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