My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Goblin Gang Electro Wizard

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.

Battle Ram Dark Prince Electro Wizard Mega Knight Mighty Miner

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.

Zap The Log

Punishments

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

Goblin Gang Battle Ram Dark Prince 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.

Goblin Gang Battle Ram Dark Prince Mega Knight Mighty Miner

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.

Dark Prince Electro Wizard Mighty Miner

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
Goblin Gang Battle Ram Dark Prince Mighty Miner
Giant Snowball
Goblin Gang Battle Ram Mighty Miner
Zap
Goblin Gang Battle Ram Dark Prince Mighty Miner
Barbarian Barrel
Goblin Gang Battle Ram Dark Prince Electro Wizard
The Log
Goblin Gang Battle Ram Dark Prince
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Battle Ram Dark Prince Electro Wizard
Fireball
Goblin Gang Battle Ram Electro Wizard Mighty Miner
Poison
Goblin Gang Electro Wizard
Lightning
Battle Ram Dark Prince Electro Wizard Mighty Miner
Rocket
Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Dark Prince 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.

Battle Ram Dark Prince Mega Knight Mighty Miner

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.

Goblin Gang 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.

Zap The Log Goblin Gang Battle Ram Dark Prince Electro Wizard Mighty Miner Mega Knight

Shortest cycle

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

11 Zap The Log Goblin Gang Battle Ram

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.

Zap
Battle Ram Electro Wizard Dark Prince The Log Mega Knight Mighty Miner
Goblin Gang
Battle Ram Dark Prince
Battle Ram
Zap The Log Goblin Gang Electro Wizard
Dark Prince
Zap Goblin Gang Electro Wizard
The Log
Battle Ram Zap Mega Knight
Electro Wizard
Zap Battle Ram Dark Prince Mega Knight
Mega Knight
Zap The Log Electro Wizard
Mighty Miner
Zap

Defense Synergies 2 12

Zap
Electro Wizard Mega Knight Goblin Gang Dark Prince The Log Mighty Miner
Goblin Gang
Zap Dark Prince The Log Electro Wizard
Battle Ram
Dark Prince
Zap Goblin Gang The Log Electro Wizard
The Log
Zap Goblin Gang Dark Prince Electro Wizard Mega Knight
Electro Wizard
Zap Goblin Gang Dark Prince The Log Mega Knight
Mega Knight
Zap The Log Electro Wizard
Mighty Miner
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.

Zap The Log Electro Wizard
Zap Goblin Gang Dark Prince The Log Electro Wizard Mega Knight
Goblin Gang Mega Knight Dark Prince Electro Wizard
Goblin Gang Dark Prince Electro Wizard Mega Knight
Dark Prince The Log Mega Knight
Goblin Gang The Log Zap Dark Prince Electro Wizard Mega Knight
Electro Wizard Zap Goblin Gang
Zap The Log Electro Wizard Mega Knight
Mighty Miner Goblin Gang
Goblin Gang Dark Prince Electro Wizard Mega Knight
Goblin Gang Electro Wizard Zap Dark Prince The Log Mega Knight
Zap Goblin Gang Electro Wizard
Mega Knight Zap Goblin Gang Dark Prince The Log Electro Wizard
Mega Knight Zap Goblin Gang Dark Prince The Log Electro Wizard
Goblin Gang Electro Wizard Mega Knight
Zap Goblin Gang The Log Electro Wizard Mega Knight
Mega Knight Goblin Gang Dark Prince Electro Wizard
Mega Knight Zap Goblin Gang Dark Prince The Log Electro Wizard
Zap The Log Dark Prince Electro Wizard Mega Knight
Electro Wizard
Goblin Gang Dark Prince Mega Knight The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap Dark Prince Electro Wizard
Electro Wizard Zap Goblin Gang The Log Mega Knight
Goblin Gang Mega Knight Zap Dark Prince The Log Electro Wizard
Goblin Gang Dark Prince Mega Knight Zap The Log Electro Wizard
Goblin Gang Dark Prince Mega Knight Mighty Miner
Zap Goblin Gang Electro Wizard
Goblin Gang Dark Prince Electro Wizard
Mega Knight Mighty Miner Dark Prince
Zap Electro Wizard Mega Knight Dark Prince The Log
Goblin Gang
Mega Knight Dark Prince
Mega Knight Zap Dark Prince The Log Electro Wizard
Dark Prince Mega Knight Goblin Gang
Mega Knight
Goblin Gang Electro Wizard Zap Dark Prince The Log Mighty Miner
Mega Knight Zap Dark Prince The Log Electro Wizard Mighty Miner
Zap Electro Wizard

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.)

The Log
Zap The Log Electro Wizard
The Log
Dark Prince The Log
Zap Dark Prince The Log Mega Knight
Zap
The Log
The Log Zap
The Log Zap
Goblin Gang Electro Wizard
Zap Dark Prince The Log Electro Wizard
Zap
The Log
Zap The Log
Zap The Log
The Log Mega Knight
Zap Dark Prince The Log Electro Wizard Mega Knight
Zap The Log Mega Knight
The Log Mega Knight
The Log
Zap The Log
Zap The Log Dark Prince Mega Knight
The Log Zap Electro Wizard
Zap The Log Mega Knight
Zap The Log
Zap Electro Wizard
Zap Electro Wizard
Zap The Log Mega Knight
Zap Electro Wizard
Mighty Miner Mega Knight
The Log
Zap Electro Wizard Goblin Gang Dark Prince
Zap Electro Wizard
The Log
Goblin Gang Dark Prince Electro Wizard Mega Knight
The Log Zap
Zap
Dark Prince Mega Knight
Zap Goblin Gang The Log Electro Wizard
Zap Electro Wizard
Zap Dark Prince The Log Electro Wizard Mega Knight
Mega Knight

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