My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
RIP

2 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Inferno Tower Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Wizard Electro Wizard Mega Knight Goblinstein

Offensive cards

Win conditions

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

Missing

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.

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.

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.

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
Guards
Giant Snowball
Guards
Zap
Inferno Tower Guards
Barbarian Barrel
Inferno Tower Wizard Guards Electro Wizard
The Log
Guards
Earthquake
Inferno Tower Guards
Arrows
Guards
Royal Delivery
Wizard Guards Electro Wizard
Fireball
Inferno Tower Wizard Electro Wizard
Poison
Inferno Tower Wizard Guards Electro Wizard
Lightning
Inferno Tower Wizard Electro Wizard Goblinstein
Rocket
Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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.

Arrows Inferno Tower 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.

Wizard 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 Arrows Guards Electro Wizard Inferno Tower Wizard Goblinstein Mega Knight

Shortest cycle

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

12 The Log Arrows Guards Electro Wizard

Attack Synergies 0 5

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
Mega Knight
Inferno Tower
Wizard
Mega Knight
Guards
The Log
The Log
Guards Mega Knight
Electro Wizard
Mega Knight
Mega Knight
Arrows Wizard The Log Electro Wizard
Goblinstein

Defense Synergies 4 11

Arrows
Mega Knight Inferno Tower
Inferno Tower
Guards The Log Electro Wizard Arrows Mega Knight
Wizard
Guards The Log Electro Wizard Mega Knight
Guards
Inferno Tower Wizard The Log Electro Wizard
The Log
Inferno Tower Wizard Guards Electro Wizard Mega Knight
Electro Wizard
Inferno Tower Wizard Guards The Log Mega Knight
Mega Knight
Arrows Inferno Tower Wizard The Log Electro Wizard
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.

Inferno Tower Wizard The Log Electro Wizard
Inferno Tower The Log Electro Wizard Mega Knight
Inferno Tower Mega Knight Electro Wizard
Inferno Tower Guards Electro Wizard Mega Knight
Arrows The Log Mega Knight
Arrows The Log Guards Electro Wizard Mega Knight
Inferno Tower Electro Wizard Arrows Wizard
Arrows Inferno Tower The Log Electro Wizard Mega Knight
Inferno Tower
Guards Inferno Tower Electro Wizard Mega Knight
Guards Electro Wizard Arrows Wizard The Log Mega Knight
Arrows Inferno Tower Wizard Electro Wizard
Inferno Tower Mega Knight Wizard Guards The Log Electro Wizard
Wizard Mega Knight Arrows Guards The Log Electro Wizard
Inferno Tower Electro Wizard Mega Knight
Inferno Tower The Log Electro Wizard Mega Knight
Wizard Mega Knight Arrows Inferno Tower Electro Wizard
Arrows Mega Knight Wizard Guards The Log Electro Wizard
Arrows Wizard The Log Guards Electro Wizard Mega Knight
Inferno Tower Electro Wizard
Wizard Mega Knight Arrows Guards The Log Electro Wizard

Counters to secondary win conditions

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

Guards Mega Knight Inferno Tower Electro Wizard
Electro Wizard Arrows Wizard The Log Mega Knight
Guards Mega Knight Inferno Tower The Log Electro Wizard
Guards Mega Knight Inferno Tower The Log Electro Wizard
Inferno Tower Guards Mega Knight
Arrows Wizard Electro Wizard
Guards Inferno Tower Electro Wizard
Inferno Tower Mega Knight
Electro Wizard Mega Knight Inferno Tower The Log
Inferno Tower Guards
Mega Knight Inferno Tower Guards
Mega Knight Arrows Guards The Log Electro Wizard
Mega Knight Inferno Tower Wizard Guards
Wizard Mega Knight
Inferno Tower Guards Electro Wizard The Log
Arrows Mega Knight Inferno Tower Wizard The Log Electro Wizard
Arrows Inferno Tower 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.)

Arrows Guards The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows Guards The Log
Wizard Arrows The Log Mega Knight
Arrows Wizard
Arrows Wizard The Log
Arrows The Log Wizard
Arrows The Log Wizard
Guards Electro Wizard
Arrows Wizard The Log Electro Wizard
Arrows Wizard
The Log
Arrows
Arrows The Log
Arrows Wizard The Log
Arrows Wizard The Log Mega Knight
Arrows
Arrows Wizard The Log Electro Wizard Mega Knight
Arrows Wizard The Log Mega Knight
The Log Mega Knight
Arrows Wizard
The Log
Arrows The Log
Arrows The Log Wizard Mega Knight
Arrows The Log Wizard Electro Wizard
Arrows Wizard The Log Mega Knight
Arrows The Log
Arrows Wizard Electro Wizard
Electro Wizard Wizard Guards
Arrows Wizard The Log Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows Wizard The Log
Electro Wizard Guards
Arrows Wizard Electro Wizard
Arrows The Log
Wizard Electro Wizard Mega Knight
Arrows The Log Wizard
Arrows
Mega Knight
Guards The Log Electro Wizard
Electro Wizard
The Log Electro Wizard Mega Knight
Wizard Mega Knight

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