My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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!
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 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 More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

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.

Elixir Golem Wizard Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Zap Giant Snowball Tornado The Log

Punishments

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

Elixir Golem 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.

Elixir Golem Mega Knight

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
Elixir Golem
Giant Snowball
Zap
Barbarian Barrel
Elixir Golem Wizard
The Log
Elixir Golem
Earthquake
Elixir Golem
Arrows
Royal Delivery
Elixir Golem Wizard
Fireball
Elixir Golem Wizard
Poison
Elixir Golem Wizard
Lightning
Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Giant Snowball Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Giant Snowball Wizard Tornado 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.

Elixir Golem Tornado Mega Knight

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.

Mirror Zap Giant Snowball The Log Elixir Golem Tornado Wizard Mega Knight

Shortest cycle

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

6 Mirror Zap Giant Snowball The Log

Attack Synergies 4 18

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
Mirror Tornado Giant Snowball Elixir Golem The Log Mega Knight
Giant Snowball
Zap Elixir Golem Mirror Tornado The Log Mega Knight
Elixir Golem
Zap Giant Snowball Wizard Mirror Tornado The Log
Wizard
Tornado Elixir Golem Mega Knight
Mirror
Zap The Log Giant Snowball Elixir Golem Tornado
Tornado
Zap Wizard Giant Snowball Elixir Golem Mirror The Log Mega Knight
The Log
Mirror Zap Giant Snowball Elixir Golem Tornado Mega Knight
Mega Knight
Zap Giant Snowball Wizard Tornado The Log

Defense Synergies 6 12

Zap
Mirror Mega Knight Giant Snowball Tornado The Log
Giant Snowball
Mirror Mega Knight Zap Wizard The Log
Elixir Golem
Wizard
Tornado Giant Snowball The Log Mega Knight
Mirror
Zap Giant Snowball Tornado The Log Mega Knight
Tornado
Wizard Mirror Zap The Log Mega Knight
The Log
Zap Giant Snowball Wizard Mirror Tornado Mega Knight
Mega Knight
Zap Giant Snowball Wizard Mirror Tornado 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.

Zap Wizard The Log
Zap The Log Mega Knight
Tornado Mega Knight Giant Snowball
Mega Knight
Tornado The Log Mega Knight
Tornado The Log Zap Giant Snowball Mega Knight
Giant Snowball Tornado Zap Wizard
Zap The Log Mega Knight
Tornado
Tornado Giant Snowball Mega Knight
Zap Giant Snowball Wizard Tornado The Log Mega Knight
Zap Giant Snowball Wizard Tornado
Mega Knight Zap Giant Snowball Wizard The Log
Wizard Mega Knight Zap Giant Snowball Tornado The Log
Mega Knight
Tornado Zap Giant Snowball The Log Mega Knight
Wizard Mega Knight Tornado
Mega Knight Zap Giant Snowball Wizard Tornado The Log
Zap Giant Snowball Wizard Tornado The Log Mega Knight
Tornado
Wizard Mega Knight Giant Snowball The Log

Counters to secondary win conditions

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

Mega Knight Zap Giant Snowball
Zap Giant Snowball Wizard The Log Mega Knight
Mega Knight Zap The Log
Mega Knight Zap Tornado The Log
Mega Knight
Wizard Zap Giant Snowball Tornado
Mega Knight
Zap Mega Knight Giant Snowball Tornado The Log
Mega Knight
Mega Knight Zap Giant Snowball Tornado The Log
Mega Knight Wizard
Wizard Mega Knight
Zap Tornado The Log
Mega Knight Zap Giant Snowball Wizard The Log
Zap Giant Snowball

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 Giant Snowball Tornado The Log
The Log
The Log
Wizard Zap Giant Snowball The Log Mega Knight
Wizard Zap Giant Snowball Tornado
Wizard Tornado The Log
The Log Zap Giant Snowball Wizard Tornado
The Log Zap Giant Snowball Wizard Tornado
Giant Snowball Tornado
Zap Wizard Tornado The Log
Zap Giant Snowball Wizard Tornado
Giant Snowball The Log
Zap Giant Snowball The Log
Zap Giant Snowball Wizard The Log
Wizard The Log Mega Knight
Giant Snowball Tornado
Zap Giant Snowball Wizard The Log Mega Knight
Zap Giant Snowball Wizard Tornado The Log Mega Knight
The Log Mega Knight
Giant Snowball Wizard Tornado
Tornado The Log
Zap Giant Snowball The Log
Zap Giant Snowball Tornado The Log Wizard Mega Knight
The Log Zap Giant Snowball Wizard Tornado
Zap Giant Snowball Wizard Tornado The Log Mega Knight
Zap Tornado The Log
Zap Giant Snowball Wizard Tornado
Zap Giant Snowball Wizard
Giant Snowball
Zap Giant Snowball Wizard The Log Mega Knight
Zap Giant Snowball
Mega Knight
Giant Snowball Wizard The Log
Zap
Zap Giant Snowball Wizard Tornado
The Log
Wizard Mega Knight
The Log Zap Giant Snowball Wizard
Zap Giant Snowball Tornado
Mega Knight
Zap Giant Snowball Tornado The Log
Zap Giant Snowball Tornado
Zap Giant Snowball Tornado The Log Mega Knight
Wizard Mega Knight

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