My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Hunter 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.

Dark Prince Hunter Golem Royal Ghost Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Golem

Damage spells

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

Fireball The Log

Punishments

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

Dark Prince Royal Ghost Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Dark Prince Golem Royal Ghost Mega Knight

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 Golem Royal Ghost 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
Dark Prince
Giant Snowball
Zap
Dark Prince
Barbarian Barrel
Dark Prince Hunter Royal Ghost Electro Wizard
The Log
Dark Prince Hunter
Earthquake
Arrows
Royal Delivery
Dark Prince Hunter Royal Ghost Electro Wizard
Fireball
Hunter Electro Wizard
Poison
Hunter Electro Wizard
Lightning
Dark Prince Hunter Electro Wizard
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Fireball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Dark Prince Hunter The Log Royal Ghost 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.

Dark Prince Golem Royal Ghost Mega Knight

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.

Fireball

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.

Fireball 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 Royal Ghost Fireball Dark Prince Hunter Electro Wizard Mega Knight Golem

Shortest cycle

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

13 The Log Royal Ghost Fireball Dark Prince

Attack Synergies 1 15

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.

Fireball
Golem Dark Prince The Log Electro Wizard Mega Knight
Dark Prince
Fireball Golem Royal Ghost Electro Wizard
Hunter
Golem Mega Knight
Golem
Fireball Dark Prince Hunter The Log Electro Wizard
The Log
Fireball Golem Mega Knight
Royal Ghost
Dark Prince Electro Wizard Mega Knight
Electro Wizard
Fireball Dark Prince Golem Royal Ghost Mega Knight
Mega Knight
Fireball Hunter The Log Royal Ghost Electro Wizard

Defense Synergies 1 16

Fireball
The Log Dark Prince Electro Wizard Mega Knight
Dark Prince
Fireball Hunter The Log Royal Ghost Electro Wizard
Hunter
Dark Prince The Log Electro Wizard Mega Knight
Golem
The Log
Fireball Dark Prince Hunter Royal Ghost Electro Wizard Mega Knight
Royal Ghost
Dark Prince The Log Electro Wizard Mega Knight
Electro Wizard
Fireball Dark Prince Hunter The Log Royal Ghost Mega Knight
Mega Knight
Fireball Hunter The Log Royal Ghost 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.

Fireball The Log Electro Wizard
Hunter Dark Prince The Log Electro Wizard Mega Knight
Hunter Mega Knight Dark Prince Electro Wizard
Hunter Dark Prince Electro Wizard Mega Knight
Fireball Dark Prince The Log Mega Knight
Fireball The Log Dark Prince Hunter Royal Ghost Electro Wizard Mega Knight
Hunter Electro Wizard Fireball
Fireball The Log Electro Wizard Mega Knight
Hunter
Dark Prince Hunter Royal Ghost Electro Wizard Mega Knight
Electro Wizard Fireball Dark Prince Hunter The Log Royal Ghost Mega Knight
Hunter Fireball Electro Wizard
Hunter Mega Knight Fireball Dark Prince The Log Electro Wizard
Fireball Mega Knight Dark Prince Hunter The Log Royal Ghost Electro Wizard
Hunter Electro Wizard Mega Knight
Fireball Hunter The Log Electro Wizard Mega Knight
Mega Knight Fireball Dark Prince Hunter Electro Wizard
Fireball Mega Knight Dark Prince Hunter The Log Royal Ghost Electro Wizard
Hunter The Log Fireball Dark Prince Royal Ghost Electro Wizard Mega Knight
Hunter Electro Wizard
Dark Prince Royal Ghost Mega Knight Fireball Hunter The Log Electro Wizard
Hunter

Counters to secondary win conditions

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

Mega Knight Fireball Dark Prince Royal Ghost Electro Wizard
Fireball Electro Wizard Hunter The Log Royal Ghost Mega Knight
Mega Knight Dark Prince Hunter The Log Electro Wizard
Dark Prince Hunter Mega Knight Fireball The Log Electro Wizard
Dark Prince Hunter Mega Knight
Fireball Hunter Electro Wizard
Dark Prince Fireball Hunter Electro Wizard
Mega Knight Dark Prince Hunter
Electro Wizard Mega Knight Fireball Dark Prince The Log
Mega Knight Dark Prince Hunter
Mega Knight Fireball Dark Prince The Log Electro Wizard
Dark Prince Mega Knight Fireball Hunter
Fireball Mega Knight
Electro Wizard Fireball Dark Prince Hunter The Log
Mega Knight Fireball Dark Prince Hunter The Log Royal Ghost Electro Wizard
Fireball 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.)

Fireball The Log Royal Ghost
Fireball The Log Royal Ghost Electro Wizard
Fireball The Log
Fireball Dark Prince The Log
Fireball Dark Prince The Log Mega Knight
Fireball Hunter
The Log
Fireball The Log Hunter
Fireball The Log
Fireball Electro Wizard
Fireball Dark Prince The Log Electro Wizard
Fireball
Fireball Hunter The Log
Fireball
Fireball The Log
Fireball Hunter The Log
Fireball The Log Mega Knight
Fireball
Fireball Dark Prince Hunter The Log Electro Wizard Mega Knight
Fireball The Log Mega Knight
Fireball The Log Mega Knight
Fireball
The Log
Fireball The Log
The Log Fireball Dark Prince Hunter Mega Knight
Fireball The Log Hunter Royal Ghost Electro Wizard
Fireball The Log Mega Knight
Fireball The Log
Fireball Hunter Electro Wizard
Electro Wizard Fireball
Fireball
Fireball Hunter The Log Mega Knight
Fireball Electro Wizard
Mega Knight
Fireball The Log
Electro Wizard Fireball Dark Prince
Fireball Hunter Electro Wizard
The Log Fireball
Fireball Dark Prince Hunter Electro Wizard Mega Knight
The Log Fireball
Fireball
Dark Prince Mega Knight
Fireball The Log Electro Wizard
Fireball Electro Wizard
Fireball Dark Prince The Log Royal Ghost Electro Wizard Mega Knight
Fireball Mega Knight

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