My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Goblin Curse Goblin Machine

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 Wizard Ram Rider

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.

Bomber Bats Wizard Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Rage The Log

Punishments

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

Elite Barbarians Ram Rider

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 Ram Rider

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 Ram Rider

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
Bomber Bats Elite Barbarians Skeleton Army Ram Rider
Giant Snowball
Bomber Bats Skeleton Army Ram Rider
Zap
Bomber Bats Skeleton Army Ram Rider
Barbarian Barrel
Bomber Elite Barbarians Wizard Skeleton Army
The Log
Bomber Elite Barbarians Skeleton Army Ram Rider
Earthquake
Bomber Skeleton Army
Arrows
Bomber Bats Skeleton Army
Royal Delivery
Bomber Bats Elite Barbarians Wizard Skeleton Army Ram Rider
Fireball
Bomber Elite Barbarians Wizard Skeleton Army Ram Rider
Poison
Bomber Bats Wizard Skeleton Army
Lightning
Elite Barbarians Wizard Ram Rider
Rocket
Elite Barbarians Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Wizard The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Rage Skeleton Army

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 Skeleton Army

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats Rage The Log Skeleton Army Wizard Ram Rider Elite Barbarians

Shortest cycle

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

8 Bomber Bats Rage The Log

Attack Synergies 1 11

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.

Bomber
Bats Elite Barbarians Ram Rider
Bats
Bomber Elite Barbarians Rage Ram Rider
Elite Barbarians
Rage Bomber Bats Wizard The Log
Wizard
Elite Barbarians Rage Ram Rider
Rage
Elite Barbarians Bats Wizard
Skeleton Army
The Log
Elite Barbarians Ram Rider
Ram Rider
Bomber Bats Wizard The Log

Defense Synergies 0 9

Bomber
Bats The Log
Bats
Bomber The Log
Elite Barbarians
Wizard The Log
Wizard
Elite Barbarians Skeleton Army The Log
Rage
Skeleton Army
Wizard The Log
The Log
Bomber Bats Elite Barbarians Wizard Skeleton Army Ram Rider
Ram Rider
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.

Bomber Wizard The Log Ram Rider
Elite Barbarians Skeleton Army Bomber Bats The Log Ram Rider
Skeleton Army Ram Rider Bomber Bats Elite Barbarians
Elite Barbarians Skeleton Army Bomber Bats Ram Rider
Bomber Elite Barbarians Skeleton Army The Log
Skeleton Army The Log Bomber Bats
Bats Ram Rider Wizard
The Log Ram Rider
Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Bomber
Bats Skeleton Army Bomber Wizard The Log Ram Rider
Bats Wizard Ram Rider
Skeleton Army Bomber Bats Elite Barbarians Wizard The Log Ram Rider
Bomber Wizard Skeleton Army Bats The Log
Elite Barbarians Skeleton Army Ram Rider
Skeleton Army Elite Barbarians The Log Ram Rider
Wizard Bomber Bats Elite Barbarians Skeleton Army
Bomber Bats Elite Barbarians Wizard Skeleton Army The Log Ram Rider
Wizard The Log Bomber Bats Ram Rider
Elite Barbarians Ram Rider
Bomber Wizard Skeleton Army Bats Elite Barbarians The Log

Counters to secondary win conditions

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

Skeleton Army Elite Barbarians
Bomber Elite Barbarians Wizard The Log
Skeleton Army Bats Elite Barbarians The Log Ram Rider
Skeleton Army Bats Elite Barbarians The Log Ram Rider
Elite Barbarians Skeleton Army Ram Rider
Wizard Bats Ram Rider
Skeleton Army Bats Elite Barbarians Ram Rider
Elite Barbarians Skeleton Army
Bats Elite Barbarians Skeleton Army The Log
Skeleton Army
Bats Elite Barbarians
Skeleton Army Elite Barbarians The Log
Elite Barbarians Skeleton Army Wizard Ram Rider
Wizard Bomber Skeleton Army
Elite Barbarians Skeleton Army Bomber Bats The Log
Bats Bomber Elite Barbarians Wizard The Log

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
The Log Ram Rider
The Log
The Log
Bomber Wizard The Log
Wizard Bats Ram Rider
Bomber Wizard The Log
The Log Wizard Ram Rider
The Log Wizard Ram Rider
Bats Elite Barbarians
Wizard The Log Ram Rider
Wizard
Elite Barbarians The Log
Elite Barbarians The Log
Bomber Wizard The Log
Wizard The Log
Bomber Bats
Bomber Wizard The Log
Bomber Wizard The Log
The Log
Wizard
The Log
The Log
The Log Bomber Wizard
The Log Wizard Ram Rider
Wizard The Log Ram Rider
The Log
Elite Barbarians Bats Wizard
Bats Wizard
Elite Barbarians
Bomber Wizard The Log
Wizard The Log
Bats Skeleton Army
Wizard Ram Rider
The Log
Wizard
The Log Bomber Wizard
Elite Barbarians
Bats Elite Barbarians The Log
Bats
The Log

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