My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Bats Firecracker 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.

Ice Spirit Bats Knight Firecracker Wizard Mega Knight

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.

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.

Ice Spirit Knight 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

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
Bats
Giant Snowball
Bats Cannon
Zap
Bats Cannon Firecracker
Barbarian Barrel
Ice Spirit Knight Cannon Firecracker Wizard
The Log
Ice Spirit Cannon Firecracker
Earthquake
Cannon Firecracker
Arrows
Ice Spirit Bats Firecracker
Royal Delivery
Ice Spirit Bats Knight Firecracker Wizard
Fireball
Cannon Firecracker Wizard
Poison
Bats Cannon Firecracker Wizard
Lightning
Knight Cannon Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice 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.

Ice Spirit Bats Knight 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.

Ice 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.

Ice Spirit Bats The Log Knight Cannon Firecracker Wizard Mega Knight

Shortest cycle

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

8 Ice Spirit Bats The Log Knight

Attack Synergies 4 9

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.

Ice Spirit
Knight Bats Firecracker Mega Knight
Bats
Knight Mega Knight Ice Spirit Firecracker
Knight
Ice Spirit Bats Firecracker Wizard The Log
Cannon
Firecracker
Knight Ice Spirit Bats Mega Knight
Wizard
Knight Mega Knight
The Log
Knight Mega Knight
Mega Knight
Bats Ice Spirit Firecracker Wizard The Log

Defense Synergies 5 19

Ice Spirit
Bats Knight Cannon Firecracker Wizard The Log Mega Knight
Bats
Knight Ice Spirit Cannon Firecracker The Log Mega Knight
Knight
Bats Cannon Firecracker Ice Spirit Wizard The Log
Cannon
Knight The Log Ice Spirit Bats Firecracker Wizard
Firecracker
Knight The Log Ice Spirit Bats Cannon Mega Knight
Wizard
Ice Spirit Knight Cannon The Log Mega Knight
The Log
Cannon Firecracker Ice Spirit Bats Knight Wizard Mega Knight
Mega Knight
Ice Spirit Bats 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.

Knight Cannon Firecracker Wizard The Log
Ice Spirit Bats Knight Cannon Firecracker The Log Mega Knight
Cannon Mega Knight Bats Knight
Cannon Bats Knight Firecracker Mega Knight
Firecracker The Log Mega Knight
The Log Bats Cannon Firecracker Mega Knight
Bats Ice Spirit Cannon Firecracker Wizard
Cannon The Log Mega Knight
Cannon
Knight Ice Spirit Cannon Firecracker Mega Knight
Bats Knight Cannon Firecracker Wizard The Log Mega Knight
Bats Firecracker Wizard
Cannon Mega Knight Ice Spirit Bats Knight Wizard The Log
Wizard Mega Knight Ice Spirit Bats Cannon Firecracker The Log
Knight Cannon Mega Knight
Ice Spirit Cannon The Log Mega Knight
Wizard Mega Knight Bats Knight Cannon Firecracker
Ice Spirit Cannon Mega Knight Bats Knight Firecracker Wizard The Log
Wizard The Log Ice Spirit Bats Knight Cannon Firecracker Mega Knight
Cannon
Wizard Mega Knight Bats Knight Cannon Firecracker The Log
Cannon

Counters to secondary win conditions

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

Knight Mega Knight
Knight Firecracker Wizard The Log Mega Knight
Mega Knight Ice Spirit Bats Knight The Log
Mega Knight Bats Knight The Log
Knight Cannon Mega Knight
Firecracker Wizard Ice Spirit Bats
Bats Knight
Mega Knight Knight
Mega Knight Ice Spirit Bats Knight Firecracker The Log
Cannon
Mega Knight Bats Knight
Mega Knight The Log
Mega Knight Knight Cannon Wizard
Wizard Cannon Firecracker Mega Knight
Ice Spirit Bats Knight Firecracker The Log
Bats Mega Knight Cannon Firecracker Wizard The Log
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.)

Knight Firecracker The Log
Firecracker The Log
The Log
Knight Firecracker The Log
Wizard Firecracker The Log Mega Knight
Firecracker Wizard Ice Spirit Bats
Firecracker Wizard The Log
The Log Ice Spirit Firecracker Wizard
The Log Firecracker Wizard
Bats
Firecracker Knight Wizard The Log
Firecracker Wizard
Knight Firecracker The Log
Firecracker
Firecracker The Log
Firecracker Wizard The Log
Firecracker Wizard The Log Mega Knight
Bats
Firecracker Wizard The Log Mega Knight
Firecracker Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
Firecracker The Log Ice Spirit Wizard Mega Knight
Firecracker The Log Wizard
Wizard The Log Mega Knight
Firecracker The Log
Bats Firecracker Wizard
Ice Spirit Bats Firecracker Wizard
Wizard The Log Mega Knight
Ice Spirit Firecracker
Mega Knight
Firecracker Wizard The Log
Ice Spirit Bats
Firecracker Wizard
The Log
Knight Firecracker Wizard Mega Knight
The Log Firecracker Wizard
Firecracker Mega Knight
Ice Spirit Bats Firecracker The Log
Firecracker Bats
Firecracker The Log Mega Knight
Firecracker Wizard Mega Knight

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