My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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.

Wizard Witch Inferno Dragon

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.

Elixir Golem Valkyrie Wizard Witch Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Fireball The Log

Punishments

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

Elixir Golem Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Elixir Golem Valkyrie 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.

Valkyrie

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
Elixir Golem Inferno Dragon
Giant Snowball
Witch Inferno Dragon
Zap
Witch Inferno Dragon
Barbarian Barrel
Elixir Golem Valkyrie Wizard Witch
The Log
Elixir Golem Witch
Earthquake
Elixir Golem Witch
Arrows
Witch
Royal Delivery
Elixir Golem Valkyrie Wizard Witch Inferno Dragon
Fireball
Elixir Golem Wizard Witch Inferno Dragon
Poison
Elixir Golem Wizard Witch
Lightning
Valkyrie Wizard Witch Inferno Dragon
Rocket
Valkyrie Wizard Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie 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.

Elixir Golem Valkyrie Inferno Dragon 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.

Fireball

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.

Fireball Wizard 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 Elixir Golem Fireball Valkyrie Inferno Dragon Wizard Witch Mega Knight

Shortest cycle

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

13 The Log Elixir Golem Fireball Valkyrie

Attack Synergies 1 12

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.

Elixir Golem
Fireball Wizard Witch The Log Inferno Dragon
Fireball
Elixir Golem The Log Mega Knight
Valkyrie
Wizard Witch
Wizard
Elixir Golem Valkyrie Mega Knight
Witch
Elixir Golem Valkyrie Mega Knight
The Log
Elixir Golem Fireball Mega Knight
Inferno Dragon
Mega Knight Elixir Golem
Mega Knight
Inferno Dragon Fireball Wizard Witch The Log

Defense Synergies 1 12

Elixir Golem
Fireball
The Log Valkyrie Mega Knight
Valkyrie
Fireball Wizard Witch The Log
Wizard
Valkyrie The Log Mega Knight
Witch
Valkyrie The Log Mega Knight
The Log
Fireball Valkyrie Wizard Witch Inferno Dragon Mega Knight
Inferno Dragon
The Log Mega Knight
Mega Knight
Fireball Wizard Witch The Log Inferno Dragon

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.

Fireball Valkyrie Wizard The Log
Inferno Dragon Valkyrie Witch The Log Mega Knight
Witch Mega Knight Valkyrie Inferno Dragon
Witch Inferno Dragon Valkyrie Mega Knight
Fireball Valkyrie The Log Mega Knight
Fireball The Log Valkyrie Mega Knight
Inferno Dragon Fireball Wizard Witch
Fireball Valkyrie The Log Mega Knight
Witch Inferno Dragon
Valkyrie Mega Knight
Valkyrie Witch Fireball Wizard The Log Mega Knight
Inferno Dragon Fireball Wizard Witch
Mega Knight Fireball Valkyrie Wizard Witch The Log
Fireball Valkyrie Wizard Mega Knight Witch The Log
Inferno Dragon Mega Knight
Fireball The Log Inferno Dragon Mega Knight
Wizard Mega Knight Fireball Valkyrie Witch
Fireball Valkyrie Mega Knight Wizard Witch The Log
Valkyrie Wizard Witch The Log Fireball Inferno Dragon Mega Knight
Inferno Dragon
Valkyrie Wizard Mega Knight Fireball Witch The Log
Inferno Dragon

Counters to secondary win conditions

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

Valkyrie Mega Knight Fireball Witch
Fireball Valkyrie Wizard The Log Inferno Dragon Mega Knight
Mega Knight Valkyrie Witch The Log
Valkyrie Mega Knight Fireball The Log
Valkyrie Witch Inferno Dragon Mega Knight
Fireball Wizard Witch
Fireball Valkyrie Witch
Mega Knight Valkyrie Inferno Dragon
Mega Knight Fireball Valkyrie Witch The Log Inferno Dragon
Witch Inferno Dragon
Inferno Dragon Mega Knight Valkyrie Witch
Mega Knight Fireball Valkyrie The Log
Mega Knight Fireball Valkyrie Wizard Witch
Wizard Fireball Valkyrie Witch Mega Knight
Witch Fireball Valkyrie The Log Inferno Dragon
Valkyrie Mega Knight Fireball Wizard Witch The Log Inferno Dragon
Fireball

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.)

Fireball Valkyrie The Log
Fireball The Log
Fireball The Log
Fireball Valkyrie The Log
Fireball Wizard Valkyrie The Log Mega Knight
Fireball Wizard Witch
Wizard Witch The Log
Fireball The Log Wizard
Fireball The Log Wizard
Fireball
Fireball Valkyrie Wizard The Log
Fireball Wizard
Fireball The Log
Fireball
Fireball The Log
Fireball Wizard Witch The Log
Fireball Wizard The Log Mega Knight
Fireball
Fireball Wizard The Log Mega Knight
Fireball Valkyrie Wizard Witch The Log Mega Knight
Fireball The Log Mega Knight
Fireball Wizard
The Log
Fireball The Log
The Log Fireball Valkyrie Wizard Witch Mega Knight
Witch Inferno Dragon
Fireball The Log Wizard Witch
Fireball Wizard Witch The Log Mega Knight
Fireball The Log
Fireball Wizard Witch
Fireball Wizard Witch
Fireball
Fireball Wizard The Log Mega Knight
Fireball
Mega Knight
Fireball Wizard The Log
Fireball Witch
Fireball Wizard Witch
The Log Fireball
Fireball Valkyrie Wizard Mega Knight
The Log Fireball Wizard
Fireball
Mega Knight
Fireball Witch The Log
Fireball Witch
Fireball Witch The Log Mega Knight
Inferno Dragon
Fireball Wizard Mega Knight

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