My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Fire Spirit Firecracker

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 Prince Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Earthquake The Log

Punishments

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

Hog Rider Prince Mega Knight

Pump responses

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

Earthquake

Dropped at the bridge

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

Fire Spirit Hog Rider Prince 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.

Firecracker Hog 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
Hog Rider Guards Prince
Giant Snowball
Fire Spirit Hog Rider Guards
Zap
Fire Spirit Firecracker Guards Prince
Barbarian Barrel
Fire Spirit Firecracker Guards
The Log
Fire Spirit Firecracker Hog Rider Guards Prince
Earthquake
Firecracker Hog Rider Guards
Arrows
Fire Spirit Firecracker Guards
Royal Delivery
Fire Spirit Firecracker Hog Rider Guards Prince
Fireball
Firecracker Hog Rider
Poison
Firecracker Guards
Lightning
Prince
Rocket
Hog Rider Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Firecracker Earthquake 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.

Fire Spirit Guards Prince 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.

Fire Spirit

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.

Fire Spirit The Log Firecracker Earthquake Guards Hog Rider Prince Mega Knight

Shortest cycle

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

9 Fire Spirit The Log Firecracker Earthquake

Attack Synergies 5 13

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.

Fire Spirit
Hog Rider Prince
Firecracker
Hog Rider Earthquake Prince Mega Knight
Earthquake
Hog Rider Firecracker Prince The Log Mega Knight
Hog Rider
Fire Spirit Firecracker Earthquake The Log Guards Prince Mega Knight
Guards
Hog Rider The Log
Prince
Mega Knight Fire Spirit Firecracker Earthquake Hog Rider The Log
The Log
Hog Rider Earthquake Guards Prince Mega Knight
Mega Knight
Prince Firecracker Earthquake Hog Rider The Log

Defense Synergies 2 11

Fire Spirit
Firecracker The Log
Firecracker
The Log Fire Spirit Earthquake Guards Prince Mega Knight
Earthquake
Firecracker The Log Mega Knight
Hog Rider
Guards
Firecracker Prince The Log
Prince
The Log Firecracker Guards
The Log
Firecracker Prince Fire Spirit Earthquake Guards Mega Knight
Mega Knight
Firecracker Earthquake 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.

Earthquake Firecracker The Log
Firecracker Prince The Log Mega Knight
Prince Mega Knight Fire Spirit
Prince Firecracker Guards Mega Knight
Firecracker Earthquake Prince The Log Mega Knight
The Log Fire Spirit Firecracker Earthquake Guards Mega Knight
Fire Spirit Firecracker
Earthquake The Log Mega Knight
Prince
Guards Fire Spirit Firecracker Prince Mega Knight
Guards Firecracker Earthquake The Log Mega Knight
Firecracker
Prince Mega Knight Fire Spirit Earthquake Guards The Log
Fire Spirit Mega Knight Firecracker Earthquake Guards Prince The Log
Prince Mega Knight
Prince The Log Mega Knight
Mega Knight Firecracker Prince
Fire Spirit Mega Knight Firecracker Guards Prince The Log
Earthquake The Log Fire Spirit Firecracker Guards Mega Knight
Prince
Mega Knight Fire Spirit Firecracker Earthquake Guards Prince The Log
Guards

Counters to secondary win conditions

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

Guards Mega Knight Prince
Firecracker Prince The Log Mega Knight
Guards Mega Knight Prince The Log
Guards Prince Mega Knight The Log
Guards Prince Mega Knight
Fire Spirit Firecracker
Guards Prince
Mega Knight Prince
Mega Knight Firecracker Prince The Log
Guards
Mega Knight Guards Prince
Mega Knight Guards Prince The Log
Prince Mega Knight Guards
Firecracker Mega Knight
Guards Firecracker Prince The Log
Mega Knight Firecracker Earthquake 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.)

Earthquake Firecracker Guards The Log
Firecracker The Log
Earthquake The Log
Earthquake Firecracker Guards Prince The Log
Fire Spirit Firecracker Earthquake The Log Mega Knight
Firecracker Fire Spirit
Fire Spirit Firecracker Earthquake The Log
Earthquake The Log Fire Spirit Firecracker
The Log Firecracker
Fire Spirit Guards Prince
Firecracker Earthquake Prince The Log
Fire Spirit Firecracker
Earthquake Fire Spirit Firecracker The Log
Earthquake Firecracker
Earthquake Firecracker Prince The Log
Earthquake Firecracker The Log
Earthquake Firecracker The Log Mega Knight
Earthquake
Fire Spirit Firecracker Earthquake Prince The Log Mega Knight
Fire Spirit Firecracker Earthquake The Log Mega Knight
Earthquake Prince The Log Mega Knight
Prince The Log
Earthquake The Log
Firecracker Earthquake The Log Fire Spirit Mega Knight
Firecracker The Log Earthquake
Prince The Log Mega Knight
Firecracker The Log
Fire Spirit Firecracker
Firecracker Guards
Earthquake The Log Mega Knight
Firecracker
Prince Mega Knight
Firecracker Earthquake The Log
Earthquake Fire Spirit Guards Prince
Fire Spirit Firecracker
The Log
Firecracker Prince Mega Knight
The Log Firecracker Earthquake
Firecracker Prince Mega Knight
Firecracker Guards The Log
Firecracker
Firecracker Prince The Log Mega Knight
Prince
Firecracker Mega Knight

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