My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard

Defensive buildings

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

Cannon

Investments

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

Wizard Dark Prince

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.

Poison The Log

Punishments

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

Elite Barbarians Dark Prince

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Elite Barbarians Heal Spirit Dark Prince

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 Spirit Elite Barbarians Dark Prince

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
Elite Barbarians Dark Prince
Giant Snowball
Cannon
Zap
Cannon Dark Prince
Barbarian Barrel
Electro Spirit Cannon Elite Barbarians Heal Spirit Wizard Dark Prince
The Log
Electro Spirit Cannon Elite Barbarians Heal Spirit Dark Prince
Earthquake
Cannon
Arrows
Electro Spirit Heal Spirit
Royal Delivery
Electro Spirit Elite Barbarians Heal Spirit Wizard Dark Prince
Fireball
Cannon Elite Barbarians Wizard
Poison
Cannon Wizard
Lightning
Cannon Elite Barbarians Wizard Dark Prince
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Wizard Poison

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Wizard Dark Prince Poison 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.

Electro Spirit Heal Spirit Dark Prince Poison

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.

Elite Barbarians

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.

Heal Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Heal Spirit The Log Cannon Dark Prince Poison Wizard Elite Barbarians

Shortest cycle

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

7 Electro Spirit Heal Spirit The Log Cannon

Attack Synergies 1 8

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.

Electro Spirit
Elite Barbarians
Cannon
Elite Barbarians
Heal Spirit Electro Spirit Wizard The Log
Heal Spirit
Elite Barbarians Wizard Dark Prince
Wizard
Elite Barbarians Heal Spirit Dark Prince
Dark Prince
Heal Spirit Wizard Poison
Poison
Dark Prince The Log
The Log
Elite Barbarians Poison

Defense Synergies 2 12

Electro Spirit
Dark Prince The Log
Cannon
The Log Wizard Dark Prince Poison
Elite Barbarians
Dark Prince Wizard The Log
Heal Spirit
Wizard
Cannon Elite Barbarians Dark Prince The Log
Dark Prince
Elite Barbarians Electro Spirit Cannon Wizard Poison The Log
Poison
Cannon Dark Prince The Log
The Log
Cannon Electro Spirit Elite Barbarians Wizard Dark Prince Poison

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.

Cannon Wizard The Log
Elite Barbarians Cannon Dark Prince The Log
Cannon Elite Barbarians Dark Prince
Cannon Elite Barbarians Dark Prince
Elite Barbarians Dark Prince Poison The Log
The Log Electro Spirit Cannon Dark Prince
Electro Spirit Cannon Wizard Poison
Electro Spirit Cannon Poison The Log
Cannon Elite Barbarians
Elite Barbarians Cannon Dark Prince
Poison Electro Spirit Cannon Wizard Dark Prince The Log
Wizard Poison
Cannon Elite Barbarians Wizard Dark Prince The Log
Wizard Electro Spirit Cannon Dark Prince Poison The Log
Elite Barbarians Cannon
Cannon Elite Barbarians The Log
Wizard Cannon Elite Barbarians Dark Prince Poison
Cannon Electro Spirit Elite Barbarians Wizard Dark Prince The Log
Wizard Poison The Log Electro Spirit Cannon Dark Prince
Cannon Elite Barbarians
Wizard Dark Prince Electro Spirit Cannon Elite Barbarians Poison The Log

Counters to secondary win conditions

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

Elite Barbarians Dark Prince
Poison Elite Barbarians Wizard The Log
Elite Barbarians Dark Prince The Log
Dark Prince Elite Barbarians The Log
Cannon Elite Barbarians Dark Prince
Wizard Poison Electro Spirit
Dark Prince Elite Barbarians
Elite Barbarians Dark Prince
Electro Spirit Elite Barbarians Dark Prince Poison The Log
Cannon
Elite Barbarians Dark Prince
Elite Barbarians Dark Prince Poison The Log
Elite Barbarians Dark Prince Cannon Wizard
Wizard Cannon
Elite Barbarians Electro Spirit Dark Prince Poison The Log
Poison Electro Spirit Cannon Elite Barbarians Wizard Dark Prince The Log
Electro Spirit Cannon

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.)

Poison The Log
Poison The Log
Poison The Log
Dark Prince Poison The Log
Wizard Poison Dark Prince The Log
Wizard Poison Electro Spirit
Wizard Poison The Log
Poison The Log Wizard
Poison The Log Wizard
Elite Barbarians Poison
Poison Wizard Dark Prince The Log
Poison Wizard
Poison Elite Barbarians The Log
Poison
Elite Barbarians Poison The Log
Wizard Poison The Log
Wizard Poison The Log
Poison
Wizard Dark Prince Poison The Log
Wizard Poison The Log
Poison The Log
Wizard Poison
The Log
Poison The Log
Poison The Log Electro Spirit Wizard Dark Prince
Poison The Log Wizard
Wizard Poison The Log
Poison The Log
Elite Barbarians Poison Wizard
Electro Spirit Wizard Poison
Elite Barbarians
Poison Wizard The Log
Electro Spirit Poison
Wizard Poison The Log
Electro Spirit Dark Prince
Poison Wizard
The Log
Poison Wizard Dark Prince
The Log Wizard Poison
Poison
Elite Barbarians Dark Prince
Electro Spirit Elite Barbarians Poison The Log
Poison
Poison Dark Prince The Log
Wizard

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