My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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.

Archers Executioner

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.

Skeletons Archers Executioner Giant Skeleton Electro Giant

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Zap The Log

Punishments

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

Elite Barbarians Electro Giant

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.

Elite Barbarians Giant Skeleton Electro Giant

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.

Elite Barbarians Giant Skeleton

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 Archers Elite Barbarians Giant Skeleton
Giant Snowball
Skeletons Archers
Zap
Skeletons Archers
Barbarian Barrel
Skeletons Archers Elite Barbarians Executioner Giant Skeleton
The Log
Skeletons Archers Elite Barbarians Giant Skeleton
Earthquake
Skeletons Archers
Arrows
Skeletons Archers
Royal Delivery
Skeletons Archers Elite Barbarians Executioner Giant Skeleton
Fireball
Archers Elite Barbarians Executioner
Poison
Archers Executioner
Lightning
Elite Barbarians Executioner
Rocket
Elite Barbarians Executioner

Against air swarms

Spells and units that can counter air swarms.

Zap Executioner Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Executioner Electro Giant The Log

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.

Executioner Giant Skeleton Electro Giant

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.

Elite 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap The Log Archers Executioner Elite Barbarians Giant Skeleton Electro Giant

Shortest cycle

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

8 Skeletons Zap The Log Archers

Attack Synergies 1 9

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
Zap
Elite Barbarians Archers Executioner Giant Skeleton The Log
Archers
Zap Elite Barbarians Giant Skeleton
Elite Barbarians
Zap Archers The Log
Executioner
Zap The Log
Giant Skeleton
Zap Archers The Log
Electro Giant
The Log
Zap Elite Barbarians Executioner Giant Skeleton

Defense Synergies 0 17

Skeletons
Zap Archers Elite Barbarians Executioner Giant Skeleton The Log
Zap
Skeletons Archers Elite Barbarians Executioner Giant Skeleton The Log
Archers
Skeletons Zap Giant Skeleton The Log
Elite Barbarians
Skeletons Zap The Log
Executioner
Skeletons Zap Giant Skeleton The Log
Giant Skeleton
Skeletons Zap Archers Executioner The Log
Electro Giant
The Log
Skeletons Zap Archers Elite Barbarians Executioner Giant Skeleton

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 Executioner The Log
Elite Barbarians Skeletons Zap Executioner The Log
Skeletons Archers Elite Barbarians Executioner Giant Skeleton
Elite Barbarians Skeletons
Elite Barbarians Giant Skeleton The Log
The Log Skeletons Zap Archers Executioner
Zap Archers Executioner
Zap Giant Skeleton Electro Giant The Log
Skeletons Elite Barbarians
Elite Barbarians Skeletons Archers Giant Skeleton
Archers Executioner Skeletons Zap Giant Skeleton Electro Giant The Log
Executioner Zap Archers
Skeletons Zap Elite Barbarians Giant Skeleton The Log
Executioner Zap The Log
Elite Barbarians
Zap Elite Barbarians Electro Giant The Log
Skeletons Elite Barbarians Executioner
Zap Archers Elite Barbarians Executioner The Log
Zap Executioner The Log Archers Giant Skeleton
Elite Barbarians
Archers Elite Barbarians Executioner Giant Skeleton Electro Giant The Log

Counters to secondary win conditions

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

Skeletons Zap Archers Elite Barbarians Giant Skeleton Electro Giant
Zap Archers Elite Barbarians Executioner The Log
Giant Skeleton Skeletons Zap Elite Barbarians The Log
Giant Skeleton Zap Elite Barbarians The Log
Giant Skeleton Skeletons Elite Barbarians Executioner
Executioner Electro Giant Skeletons Zap Archers
Skeletons Archers Elite Barbarians Giant Skeleton
Giant Skeleton Elite Barbarians
Zap Giant Skeleton Skeletons Elite Barbarians The Log
Skeletons
Elite Barbarians Giant Skeleton
Zap Elite Barbarians Giant Skeleton Electro Giant The Log
Elite Barbarians Giant Skeleton Skeletons Executioner
Archers Executioner Electro Giant
Elite Barbarians Electro Giant Skeletons Zap Archers Executioner Giant Skeleton The Log
Executioner Zap Archers Elite Barbarians Giant Skeleton Electro Giant The Log
Zap

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.)

Giant Skeleton The Log
Zap Executioner The Log
Giant Skeleton The Log
Giant Skeleton The Log
Executioner Zap The Log
Executioner Electro Giant Zap
Archers Executioner The Log
The Log Zap Executioner
The Log Zap
Elite Barbarians
Zap The Log
Zap Archers Executioner
Elite Barbarians Executioner The Log
Zap Elite Barbarians The Log
Zap Executioner The Log
Executioner The Log
Zap Archers Executioner The Log
Zap Electro Giant The Log
Giant Skeleton The Log
The Log
Zap The Log
Zap Electro Giant The Log Executioner
The Log Zap Executioner
Zap The Log
Zap The Log
Elite Barbarians Zap Archers Executioner Electro Giant
Zap Electro Giant
Elite Barbarians
Zap The Log
Zap
Giant Skeleton
The Log
Zap Archers
Zap Archers Executioner
The Log
Executioner
The Log Zap Executioner
Zap Giant Skeleton Electro Giant
Elite Barbarians Executioner
Zap Electro Giant Elite Barbarians Giant Skeleton The Log
Zap Executioner
Zap Executioner Giant Skeleton Electro Giant The Log

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