My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Bats

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.

Bats Knight Battle Ram Sparky Mega Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows The Log

Punishments

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

Battle Ram 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 Battle Ram 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
Bats Battle Ram Skeleton Army Sparky
Giant Snowball
Bats Battle Ram Skeleton Army
Zap
Bats Battle Ram Skeleton Army Sparky
Barbarian Barrel
Knight Battle Ram Skeleton Army Sparky
The Log
Battle Ram Skeleton Army Sparky
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Knight Battle Ram Skeleton Army Sparky
Fireball
Battle Ram Skeleton Army Sparky
Poison
Bats Skeleton Army Sparky
Lightning
Knight Battle Ram Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Sparky Mega Knight

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.

Bats Arrows Knight Battle Ram Skeleton Army Sparky 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.

Skeleton Army

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.

Bats The Log Arrows Knight Skeleton Army Battle Ram Sparky Mega Knight

Shortest cycle

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

10 Bats The Log Arrows Knight

Attack Synergies 5 10

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.

Bats
Knight Mega Knight Battle Ram Sparky
Arrows
Sparky Knight Battle Ram Mega Knight
Knight
Bats Battle Ram Arrows The Log Sparky
Battle Ram
Knight The Log Bats Arrows
Skeleton Army
Sparky
The Log
Battle Ram Knight Sparky Mega Knight
Sparky
Arrows Bats Knight Skeleton Army The Log
Mega Knight
Bats Arrows The Log

Defense Synergies 2 12

Bats
Knight The Log Sparky Mega Knight
Arrows
Mega Knight Knight Sparky
Knight
Bats Arrows Skeleton Army The Log Sparky
Battle Ram
Skeleton Army
Knight The Log Sparky
The Log
Bats Knight Skeleton Army Sparky Mega Knight
Sparky
Bats Arrows Knight Skeleton Army The Log
Mega Knight
Arrows Bats 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 The Log Sparky
Skeleton Army Sparky Bats Knight The Log Mega Knight
Skeleton Army Sparky Mega Knight Bats Knight
Skeleton Army Sparky Bats Knight Mega Knight
Arrows Skeleton Army The Log Sparky Mega Knight
Arrows Skeleton Army The Log Bats Mega Knight
Bats Arrows
Arrows The Log Sparky Mega Knight
Sparky Skeleton Army
Knight Skeleton Army Sparky Mega Knight
Bats Skeleton Army Arrows Knight The Log Mega Knight
Arrows Bats
Skeleton Army Sparky Mega Knight Bats Knight The Log
Skeleton Army Sparky Mega Knight Bats Arrows The Log
Skeleton Army Sparky Knight Mega Knight
Skeleton Army The Log Sparky Mega Knight
Sparky Mega Knight Bats Arrows Knight Skeleton Army
Arrows Mega Knight Bats Knight Skeleton Army The Log
Arrows The Log Bats Knight Mega Knight
Sparky
Skeleton Army Mega Knight Bats Arrows Knight The Log Sparky
Sparky

Counters to secondary win conditions

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

Knight Skeleton Army Mega Knight Sparky
Arrows Knight The Log Mega Knight
Skeleton Army Mega Knight Bats Knight The Log Sparky
Skeleton Army Mega Knight Bats Knight The Log Sparky
Knight Skeleton Army Sparky Mega Knight
Arrows Bats
Skeleton Army Sparky Bats Knight
Mega Knight Knight Skeleton Army Sparky
Mega Knight Bats Knight Skeleton Army The Log Sparky
Skeleton Army Sparky
Mega Knight Bats Knight Sparky
Skeleton Army Mega Knight Arrows The Log
Skeleton Army Mega Knight Knight Sparky
Skeleton Army Sparky Mega Knight
Skeleton Army Sparky Bats Knight The Log
Bats Arrows Mega Knight The Log Sparky
Arrows

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.)

Arrows Knight The Log Sparky
Arrows The Log
Arrows The Log Sparky
Arrows Knight The Log Sparky
Arrows The Log Sparky Mega Knight
Arrows Bats
Arrows The Log Sparky
Arrows The Log
Arrows The Log
Bats Sparky
Arrows Knight The Log Sparky
Arrows
Knight The Log Sparky
Arrows
Arrows The Log Sparky
Arrows The Log Sparky
Arrows The Log Sparky Mega Knight
Arrows Sparky
Bats Sparky
Arrows The Log Sparky Mega Knight
Arrows The Log Mega Knight
The Log Sparky Mega Knight
Arrows
The Log Sparky
Arrows The Log
Arrows The Log Sparky Mega Knight
Arrows The Log Sparky
Arrows The Log Sparky Mega Knight
Arrows The Log Sparky
Bats Arrows Sparky
Bats
Sparky
Arrows The Log Sparky Mega Knight
Arrows Sparky
Sparky Mega Knight
Arrows The Log Sparky
Bats Skeleton Army
Arrows
Arrows The Log
Knight Sparky Mega Knight
Arrows The Log
Arrows Sparky
Sparky Mega Knight
Bats The Log Sparky
Bats
The Log Sparky Mega Knight
Sparky
Sparky Mega Knight

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