My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Mediocre
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 splash!

You don't have a card, that attacks air and has splash 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.

Electro Wizard Night Witch Little Prince

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.

Knight Balloon Giant Skeleton Electro Wizard Night Witch Little Prince

Offensive cards

Win conditions

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

Balloon

Damage spells

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

The Log

Punishments

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

Balloon

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.

Knight Balloon Giant Skeleton

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.

Balloon Giant Skeleton Electro Wizard

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
Clone Balloon Giant Skeleton Night Witch
Giant Snowball
Clone Balloon Night Witch Little Prince
Zap
Clone Balloon Night Witch Little Prince
Barbarian Barrel
Knight Clone Giant Skeleton Electro Wizard Night Witch Little Prince
The Log
Clone Giant Skeleton Little Prince
Earthquake
Clone
Arrows
Clone Night Witch Little Prince
Royal Delivery
Knight Clone Balloon Giant Skeleton Electro Wizard Night Witch Little Prince
Fireball
Clone Balloon Electro Wizard Night Witch Little Prince
Poison
Clone Balloon Electro Wizard Night Witch Little Prince
Lightning
Knight Balloon Electro Wizard Night Witch Little Prince
Rocket
Balloon Night Witch Little Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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.

Knight Clone Giant Skeleton Night Witch

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.

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.

The Log Knight Clone Little Prince Electro Wizard Night Witch Balloon Giant Skeleton

Shortest cycle

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

11 The Log Knight Clone Little Prince

Attack Synergies 4 13

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.

Knight
Balloon The Log Electro Wizard Night Witch Little Prince
Clone
Balloon Giant Skeleton Night Witch Electro Wizard
Balloon
Knight Clone Giant Skeleton The Log Electro Wizard Little Prince
Giant Skeleton
Clone Balloon The Log Electro Wizard Night Witch
The Log
Knight Balloon Giant Skeleton Little Prince
Electro Wizard
Knight Clone Balloon Giant Skeleton
Night Witch
Clone Knight Giant Skeleton
Little Prince
Knight Balloon The Log

Defense Synergies 2 10

Knight
Electro Wizard Little Prince The Log Night Witch
Clone
Balloon
Giant Skeleton
The Log Electro Wizard Little Prince
The Log
Knight Giant Skeleton Electro Wizard Night Witch Little Prince
Electro Wizard
Knight Giant Skeleton The Log Night Witch Little Prince
Night Witch
Knight The Log Electro Wizard
Little Prince
Knight Giant Skeleton The Log Electro Wizard

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.

Knight The Log Electro Wizard
Knight The Log Electro Wizard Night Witch
Knight Giant Skeleton Electro Wizard Night Witch
Night Witch Knight Electro Wizard
Giant Skeleton The Log
The Log Electro Wizard Night Witch
Electro Wizard Night Witch Little Prince
Giant Skeleton The Log Electro Wizard
Night Witch
Knight Giant Skeleton Electro Wizard Night Witch Little Prince
Electro Wizard Knight Giant Skeleton The Log Night Witch
Electro Wizard Night Witch
Night Witch Knight Giant Skeleton The Log Electro Wizard
The Log Electro Wizard Night Witch
Knight Electro Wizard
The Log Electro Wizard
Knight Electro Wizard Night Witch
Knight The Log Electro Wizard Night Witch Little Prince
The Log Knight Giant Skeleton Electro Wizard Little Prince
Electro Wizard
Knight Giant Skeleton The Log Electro Wizard Night Witch Little Prince

Counters to secondary win conditions

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

Knight Giant Skeleton Electro Wizard
Electro Wizard Knight The Log
Giant Skeleton Knight The Log Electro Wizard
Giant Skeleton Knight The Log Electro Wizard Night Witch
Giant Skeleton Knight Night Witch
Electro Wizard
Knight Giant Skeleton Electro Wizard Night Witch
Giant Skeleton Knight
Giant Skeleton Electro Wizard Knight The Log
Knight Giant Skeleton
Giant Skeleton The Log Electro Wizard
Giant Skeleton Knight Night Witch
Electro Wizard Knight Giant Skeleton The Log Night Witch Little Prince
Giant Skeleton The Log Electro Wizard
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.)

Knight Giant Skeleton The Log
The Log Electro Wizard
Giant Skeleton The Log
Knight Giant Skeleton The Log
The Log
The Log
The Log
The Log
Electro Wizard Night Witch
Knight The Log Electro Wizard
Knight The Log
The Log
The Log
The Log
Night Witch
The Log Electro Wizard
The Log Little Prince
Giant Skeleton The Log Night Witch
The Log
The Log
The Log Little Prince
The Log Electro Wizard
The Log
The Log
Electro Wizard Night Witch Little Prince
Electro Wizard
Night Witch
The Log Night Witch
Electro Wizard
Giant Skeleton
The Log
Electro Wizard Night Witch
Electro Wizard
The Log
Knight Electro Wizard
The Log
Giant Skeleton
Giant Skeleton The Log Electro Wizard
Electro Wizard
Giant Skeleton The Log Electro Wizard Little Prince

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