My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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.

Archers Dart Goblin 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.

Archers Knight Balloon Ram Rider Mega Knight

Offensive cards

Win conditions

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

Balloon Ram Rider

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 Ram Rider 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.

Knight Dart Goblin Balloon Ram Rider 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.

Balloon 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
Archers Guards Balloon Ram Rider
Giant Snowball
Archers Dart Goblin Guards Balloon Ram Rider
Zap
Archers Dart Goblin Guards Balloon Ram Rider
Barbarian Barrel
Archers Knight Dart Goblin Guards
The Log
Archers Dart Goblin Guards Ram Rider
Earthquake
Archers Guards
Arrows
Archers Dart Goblin Guards
Royal Delivery
Archers Knight Dart Goblin Guards Balloon Ram Rider
Fireball
Archers Dart Goblin Balloon Ram Rider
Poison
Archers Dart Goblin Guards Balloon
Lightning
Knight Balloon Ram Rider
Rocket
Balloon Ram Rider

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 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.

Knight Guards 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.

Dart Goblin

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 Archers Knight Dart Goblin Guards Balloon Ram Rider Mega Knight

Shortest cycle

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

11 The Log Archers Knight Dart Goblin

Attack Synergies 3 16

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
Knight Balloon Ram Rider Mega Knight
Knight
Archers Dart Goblin Balloon The Log Ram Rider
Dart Goblin
Knight Balloon The Log Ram Rider Mega Knight
Guards
The Log Ram Rider
Balloon
Knight Archers Dart Goblin The Log Mega Knight
The Log
Knight Dart Goblin Guards Balloon Ram Rider Mega Knight
Ram Rider
Archers Knight Dart Goblin Guards The Log Mega Knight
Mega Knight
Archers Dart Goblin Balloon The Log Ram Rider

Defense Synergies 2 12

Archers
Knight Dart Goblin Guards The Log Mega Knight
Knight
Archers Dart Goblin The Log
Dart Goblin
Knight Archers Guards The Log Ram Rider Mega Knight
Guards
Archers Dart Goblin The Log
Balloon
The Log
Archers Knight Dart Goblin Guards Ram Rider Mega Knight
Ram Rider
Dart Goblin The Log
Mega Knight
Archers Dart Goblin 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.

Knight Dart Goblin The Log Ram Rider
Knight Dart Goblin The Log Ram Rider Mega Knight
Ram Rider Mega Knight Archers Knight Dart Goblin
Knight Dart Goblin Guards Ram Rider Mega Knight
The Log Mega Knight
The Log Archers Dart Goblin Guards Mega Knight
Dart Goblin Ram Rider Archers
Dart Goblin The Log Ram Rider Mega Knight
Knight Guards Archers Dart Goblin Mega Knight
Archers Dart Goblin Guards Knight The Log Ram Rider Mega Knight
Archers Dart Goblin Ram Rider
Mega Knight Knight Guards The Log Ram Rider
Mega Knight Dart Goblin Guards The Log
Knight Ram Rider Mega Knight
The Log Ram Rider Mega Knight
Mega Knight Knight
Mega Knight Archers Knight Dart Goblin Guards The Log Ram Rider
The Log Archers Knight Dart Goblin Guards Ram Rider Mega Knight
Dart Goblin Ram Rider
Mega Knight Archers Knight Dart Goblin Guards The Log

Counters to secondary win conditions

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

Knight Guards Mega Knight Archers
Archers Knight The Log Mega Knight
Guards Mega Knight Knight The Log Ram Rider
Guards Mega Knight Knight The Log Ram Rider
Knight Guards Ram Rider Mega Knight
Archers Dart Goblin Ram Rider
Guards Archers Knight Dart Goblin Ram Rider
Mega Knight Knight
Mega Knight Knight The Log
Dart Goblin Guards
Mega Knight Knight Dart Goblin Guards
Mega Knight Guards The Log
Mega Knight Knight Guards Ram Rider
Archers Dart Goblin Mega Knight
Guards Archers Knight Dart Goblin The Log
Mega Knight Archers Dart Goblin 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.)

Knight Dart Goblin Guards The Log
Dart Goblin The Log Ram Rider
Dart Goblin The Log
Knight Dart Goblin Guards The Log
The Log Mega Knight
Dart Goblin Ram Rider
Archers Dart Goblin The Log
The Log Dart Goblin Ram Rider
The Log Dart Goblin Ram Rider
Guards
Knight Dart Goblin The Log Ram Rider
Archers Dart Goblin
Knight Dart Goblin The Log
Dart Goblin
Dart Goblin The Log
Dart Goblin The Log
Dart Goblin The Log Mega Knight
Archers Dart Goblin The Log Mega Knight
Dart Goblin The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Mega Knight
The Log Dart Goblin Ram Rider
The Log Ram Rider Mega Knight
Dart Goblin The Log
Archers Dart Goblin
Dart Goblin Guards
Dart Goblin The Log Mega Knight
Mega Knight
The Log
Archers Dart Goblin Guards
Archers Dart Goblin Ram Rider
The Log
Knight Dart Goblin Mega Knight
The Log Dart Goblin
Dart Goblin Mega Knight
Dart Goblin Guards The Log
Dart Goblin
Dart Goblin The Log Mega Knight
Dart Goblin Mega Knight

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