My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 high-damage unit!

You don't have a unit, that attacks air and deals high 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.

Witch Magic Archer 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.

Knight Witch Magic Archer Ram Rider Goblinstein

Offensive cards

Win conditions

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

Ram Rider

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.

Ram Rider

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 Magic Archer Ram Rider

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.

Magic Archer 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
Skeleton Army Ram Rider
Giant Snowball
Skeleton Army Witch Ram Rider
Zap
Skeleton Army Witch Ram Rider
Barbarian Barrel
Knight Skeleton Army Witch Magic Archer
The Log
Skeleton Army Witch Ram Rider
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Knight Skeleton Army Witch Magic Archer Ram Rider
Fireball
Skeleton Army Witch Magic Archer Ram Rider
Poison
Skeleton Army Witch Magic Archer
Lightning
Knight Witch Magic Archer Ram Rider Goblinstein
Rocket
Witch Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Magic Archer

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.

Arrows Knight Skeleton Army

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

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.

Witch

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 Arrows Knight Skeleton Army Magic Archer Witch Ram Rider Goblinstein

Shortest cycle

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

11 The Log Arrows Knight Skeleton Army

Attack Synergies 1 9

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.

Arrows
Knight Ram Rider
Knight
Arrows Witch The Log Magic Archer Ram Rider
Skeleton Army
Witch
Knight Ram Rider
The Log
Knight Magic Archer Ram Rider
Magic Archer
Ram Rider Knight The Log
Ram Rider
Magic Archer Arrows Knight Witch The Log
Goblinstein

Defense Synergies 1 10

Arrows
Knight
Knight
Magic Archer Arrows Skeleton Army Witch The Log
Skeleton Army
Knight The Log Magic Archer
Witch
Knight The Log
The Log
Knight Skeleton Army Witch Magic Archer Ram Rider
Magic Archer
Knight Skeleton Army The Log Ram Rider
Ram Rider
The Log Magic Archer
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.

Knight The Log Magic Archer Ram Rider
Skeleton Army Knight Witch The Log Ram Rider
Skeleton Army Witch Ram Rider Knight
Skeleton Army Witch Knight Ram Rider
Arrows Skeleton Army The Log
Arrows Skeleton Army The Log Magic Archer
Ram Rider Arrows Witch Magic Archer
Arrows The Log Magic Archer Ram Rider
Witch Skeleton Army
Knight Skeleton Army
Skeleton Army Witch Arrows Knight The Log Magic Archer Ram Rider
Arrows Witch Magic Archer Ram Rider
Skeleton Army Knight Witch The Log Ram Rider
Skeleton Army Arrows Witch The Log Magic Archer
Skeleton Army Knight Ram Rider
Skeleton Army The Log Ram Rider
Arrows Knight Skeleton Army Witch
Arrows Knight Skeleton Army Witch The Log Magic Archer Ram Rider
Arrows Witch The Log Knight Magic Archer Ram Rider
Ram Rider
Skeleton Army Arrows Knight Witch The Log

Counters to secondary win conditions

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

Knight Skeleton Army Witch
Arrows Knight The Log Magic Archer
Skeleton Army Knight Witch The Log Ram Rider
Skeleton Army Knight The Log Ram Rider
Knight Skeleton Army Witch Ram Rider
Arrows Witch Magic Archer Ram Rider
Skeleton Army Knight Witch Ram Rider
Knight Skeleton Army
Knight Skeleton Army Witch The Log Magic Archer
Witch Skeleton Army
Knight Witch
Skeleton Army Arrows The Log
Skeleton Army Knight Witch Ram Rider
Skeleton Army Witch Magic Archer
Skeleton Army Witch Knight The Log Magic Archer
Arrows Witch The Log Magic Archer
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.)

Magic Archer Arrows Knight The Log
Arrows The Log Magic Archer Ram Rider
Arrows The Log Magic Archer
Arrows Knight The Log
Arrows The Log Magic Archer
Arrows Witch Magic Archer Ram Rider
Arrows Witch The Log Magic Archer
Arrows The Log Magic Archer Ram Rider
Arrows The Log Ram Rider
Arrows Knight The Log Magic Archer Ram Rider
Arrows Magic Archer
Knight The Log Magic Archer
Arrows Magic Archer
Arrows The Log Magic Archer
Arrows Witch The Log Magic Archer
Magic Archer Arrows The Log
Arrows
Arrows The Log Magic Archer
Arrows Witch The Log Magic Archer
The Log Magic Archer
Arrows
The Log
Arrows The Log
Arrows The Log Witch Magic Archer
Witch
Arrows The Log Witch Magic Archer Ram Rider
Arrows Witch The Log Magic Archer Ram Rider
Arrows The Log Magic Archer
Arrows Witch Magic Archer
Witch
Arrows The Log Magic Archer
Arrows Magic Archer
Arrows The Log Magic Archer
Skeleton Army Witch Magic Archer
Arrows Witch Magic Archer Ram Rider
Arrows The Log
Knight Magic Archer
Arrows The Log Magic Archer
Arrows
Witch The Log Magic Archer
Witch Magic Archer
Witch The Log Magic Archer

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