My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Firecracker Wizard

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.

Firecracker Royal Giant Wizard Mega Knight

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Rage The Log

Punishments

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

Royal Giant 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.

Electro Spirit Royal Giant 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 Spirit Firecracker

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
Royal Giant Skeleton Army
Giant Snowball
Skeleton Army
Zap
Firecracker Royal Giant Skeleton Army
Barbarian Barrel
Electro Spirit Firecracker Wizard Skeleton Army
The Log
Electro Spirit Firecracker Royal Giant Skeleton Army
Earthquake
Firecracker Skeleton Army
Arrows
Electro Spirit Firecracker Skeleton Army
Royal Delivery
Electro Spirit Firecracker Wizard Skeleton Army
Fireball
Firecracker Wizard Skeleton Army
Poison
Firecracker Wizard Skeleton Army
Lightning
Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker Wizard The Log 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.

Electro Spirit Rage Skeleton Army 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.

Royal Giant 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Rage The Log Firecracker Skeleton Army Wizard Royal Giant Mega Knight

Shortest cycle

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

8 Electro Spirit Rage The Log Firecracker

Attack Synergies 1 7

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
Royal Giant
Firecracker
Royal Giant Mega Knight
Royal Giant
Firecracker Electro Spirit Wizard The Log
Wizard
Royal Giant Rage Mega Knight
Rage
Wizard
Skeleton Army
The Log
Royal Giant Mega Knight
Mega Knight
Firecracker Wizard The Log

Defense Synergies 1 8

Electro Spirit
The Log
Firecracker
The Log Skeleton Army Mega Knight
Royal Giant
Wizard
Skeleton Army The Log Mega Knight
Rage
Skeleton Army
Firecracker Wizard The Log
The Log
Firecracker Electro Spirit Wizard Skeleton Army Mega Knight
Mega Knight
Firecracker Wizard 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.

Firecracker Wizard The Log
Skeleton Army Firecracker The Log Mega Knight
Skeleton Army Mega Knight
Skeleton Army Firecracker Mega Knight
Firecracker Skeleton Army The Log Mega Knight
Skeleton Army The Log Electro Spirit Firecracker Mega Knight
Electro Spirit Firecracker Wizard
Electro Spirit The Log Mega Knight
Skeleton Army
Skeleton Army Firecracker Mega Knight
Skeleton Army Electro Spirit Firecracker Wizard The Log Mega Knight
Firecracker Wizard
Skeleton Army Mega Knight Wizard The Log
Wizard Skeleton Army Mega Knight Electro Spirit Firecracker The Log
Skeleton Army Mega Knight
Skeleton Army The Log Mega Knight
Wizard Mega Knight Firecracker Skeleton Army
Mega Knight Electro Spirit Firecracker Wizard Skeleton Army The Log
Wizard The Log Electro Spirit Firecracker Mega Knight
Wizard Skeleton Army Mega Knight Electro Spirit Firecracker The Log

Counters to secondary win conditions

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

Skeleton Army Mega Knight
Firecracker Wizard The Log Mega Knight
Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight
Firecracker Wizard Electro Spirit
Skeleton Army
Mega Knight Skeleton Army
Mega Knight Electro Spirit Firecracker Skeleton Army The Log
Skeleton Army
Mega Knight
Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight Wizard
Wizard Firecracker Skeleton Army Mega Knight
Skeleton Army Electro Spirit Firecracker The Log
Mega Knight Electro Spirit Firecracker Wizard 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.)

Firecracker The Log
Firecracker The Log
The Log
Firecracker The Log
Wizard Firecracker The Log Mega Knight
Firecracker Wizard Electro Spirit
Firecracker Wizard The Log
The Log Firecracker Wizard
The Log Firecracker Wizard
Firecracker Wizard The Log
Firecracker Wizard
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker Wizard The Log
Firecracker Wizard The Log Mega Knight
Firecracker Wizard The Log Mega Knight
Firecracker Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
Firecracker The Log Electro Spirit Wizard Mega Knight
Firecracker The Log Wizard
Wizard The Log Mega Knight
Firecracker The Log
Firecracker Wizard
Electro Spirit Firecracker Wizard
Wizard The Log Mega Knight
Electro Spirit Firecracker
Mega Knight
Firecracker Wizard The Log
Electro Spirit Skeleton Army
Firecracker Wizard
The Log
Firecracker Wizard Mega Knight
The Log Firecracker Wizard
Firecracker Mega Knight
Electro Spirit Firecracker The Log
Firecracker
Firecracker The Log Mega Knight

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