My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Archers Ice Golem

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.

Archers Ice Golem Elixir Golem Giant Rune Giant Goblinstein

Offensive cards

Win conditions

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

Elixir Golem Giant Rune Giant

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.

Elixir Golem Giant

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.

Ice Golem Elixir Golem Battle Healer Giant Rune Giant

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
Archers Elixir Golem Giant
Giant Snowball
Archers
Zap
Archers
Barbarian Barrel
Archers Elixir Golem
The Log
Archers Elixir Golem
Earthquake
Archers Elixir Golem
Arrows
Archers
Royal Delivery
Archers Elixir Golem Battle Healer
Fireball
Archers Elixir Golem Battle Healer
Poison
Archers Elixir Golem Battle Healer
Lightning
Ice Golem Battle Healer Goblinstein
Rocket
Battle Healer

Against air swarms

Spells and units that can counter air swarms.

Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem 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.

Ice Golem Elixir Golem Battle Healer Rune Giant

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.

Ice Golem

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Golem The Log Archers Elixir Golem Battle Healer Rune Giant Giant Goblinstein

Shortest cycle

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

10 Ice Golem The Log Archers Elixir Golem

Attack Synergies 3 6

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.

Archers
Ice Golem Battle Healer Elixir Golem Giant Rune Giant
Ice Golem
Archers
Elixir Golem
Battle Healer Archers The Log
Battle Healer
Archers Elixir Golem Giant
Giant
Archers Battle Healer The Log
Rune Giant
Archers
The Log
Elixir Golem Giant
Goblinstein

Defense Synergies 1 5

Archers
Ice Golem Battle Healer The Log
Ice Golem
Archers Battle Healer The Log
Elixir Golem
Battle Healer
Archers Ice Golem The Log
Giant
Rune Giant
The Log
Archers Ice Golem Battle Healer
Goblinstein

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.

Ice Golem The Log
Battle Healer The Log
Archers
Battle Healer The Log
The Log Archers
Archers
Ice Golem Battle Healer The Log
Archers Ice Golem Battle Healer
Archers Ice Golem The Log
Archers
Battle Healer The Log
The Log
The Log
Archers Battle Healer The Log
The Log Archers Ice Golem Battle Healer
Archers Battle Healer The Log

Counters to secondary win conditions

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

Archers Ice Golem Battle Healer
Archers Ice Golem Battle Healer The Log
Ice Golem Battle Healer The Log
Ice Golem Battle Healer The Log
Battle Healer
Archers Ice Golem
Archers Ice Golem Battle Healer
Battle Healer
Ice Golem The Log
The Log
Ice Golem
Archers
Archers Ice Golem Battle Healer The Log
Archers Ice Golem Battle Healer 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.)

Ice Golem The Log
The Log
The Log
Ice Golem The Log
The Log
Ice Golem
Archers The Log
The Log Ice Golem
The Log
The Log
Archers
Ice Golem The Log
Ice Golem The Log
The Log
The Log
Archers The Log
The Log
The Log
The Log
The Log
Ice Golem The Log
The Log
The Log
The Log
Archers Ice Golem
The Log
The Log
Archers
Archers
The Log
The Log Ice Golem
The Log
The Log

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