My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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.

Bats Mega Minion Witch

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.

Bats Mega Minion Witch Bandit 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.

Mini P.E.K.K.A Bandit 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.

Mini P.E.K.K.A Bandit 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.

Mini P.E.K.K.A Bandit

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 Guards Bandit
Giant Snowball
Bats Mega Minion Guards Witch
Zap
Bats Guards Witch Bandit
Barbarian Barrel
Guards Witch Bandit
The Log
Mini P.E.K.K.A Guards Witch Bandit
Earthquake
Guards Witch
Arrows
Bats Guards Witch
Royal Delivery
Bats Mega Minion Mini P.E.K.K.A Guards Witch Bandit
Fireball
Mega Minion Witch Bandit
Poison
Bats Mega Minion Guards Witch
Lightning
Mega Minion Mini P.E.K.K.A Witch Bandit
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

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.

Bats Mega Minion Mini P.E.K.K.A Guards 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.

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.

Bats The Log Mega Minion Guards Bandit Mini P.E.K.K.A Witch Mega Knight

Shortest cycle

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

10 Bats The Log Mega Minion Guards

Attack Synergies 1 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.

Bats
Mega Knight Mega Minion Mini P.E.K.K.A Bandit
Mega Minion
Bats Mega Knight
Mini P.E.K.K.A
Bats The Log Mega Knight
Guards
The Log Bandit
Witch
Bandit Mega Knight
The Log
Mini P.E.K.K.A Guards Bandit Mega Knight
Bandit
Bats Guards Witch The Log Mega Knight
Mega Knight
Bats Mega Minion Mini P.E.K.K.A Witch The Log Bandit

Defense Synergies 1 19

Bats
Mini P.E.K.K.A The Log Bandit Mega Knight
Mega Minion
Guards Witch The Log Bandit Mega Knight
Mini P.E.K.K.A
The Log Bats Guards Witch
Guards
Mega Minion Mini P.E.K.K.A Witch The Log
Witch
Mega Minion Mini P.E.K.K.A Guards The Log Bandit Mega Knight
The Log
Mini P.E.K.K.A Bats Mega Minion Guards Witch Bandit Mega Knight
Bandit
Bats Mega Minion Witch The Log Mega Knight
Mega Knight
Bats Mega Minion Witch The Log Bandit

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.

Mega Minion The Log
Mini P.E.K.K.A Bats Mega Minion Witch The Log Bandit Mega Knight
Mini P.E.K.K.A Witch Mega Knight Bats Mega Minion Bandit
Mini P.E.K.K.A Witch Bats Mega Minion Guards Bandit Mega Knight
Mini P.E.K.K.A The Log Mega Knight
The Log Bats Mega Minion Guards Bandit Mega Knight
Bats Mega Minion Witch
The Log Bandit Mega Knight
Mini P.E.K.K.A Witch
Guards Mini P.E.K.K.A Bandit Mega Knight
Bats Guards Witch Mega Minion The Log Bandit Mega Knight
Mega Minion Bats Witch
Mini P.E.K.K.A Mega Knight Bats Guards Witch The Log Bandit
Mega Knight Bats Mega Minion Mini P.E.K.K.A Guards Witch The Log
Mini P.E.K.K.A Bandit Mega Knight
Mini P.E.K.K.A The Log Bandit Mega Knight
Mega Knight Bats Mini P.E.K.K.A Witch
Mega Knight Bats Mega Minion Guards Witch The Log Bandit
Witch The Log Bats Mega Minion Guards Bandit Mega Knight
Mini P.E.K.K.A
Mega Knight Bats Mini P.E.K.K.A Guards Witch The Log Bandit

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Mega Knight Witch Bandit
Bandit Mega Minion Mini P.E.K.K.A The Log Mega Knight
Guards Bandit Mega Knight Bats Mini P.E.K.K.A Witch The Log
Mini P.E.K.K.A Guards Mega Knight Bats The Log Bandit
Mini P.E.K.K.A Guards Witch Bandit Mega Knight
Bats Witch
Mini P.E.K.K.A Guards Bats Mega Minion Witch Bandit
Mini P.E.K.K.A Mega Knight
Mega Knight Bats Mega Minion Mini P.E.K.K.A Witch The Log Bandit
Witch Mega Minion Guards
Mega Knight Bats Mega Minion Mini P.E.K.K.A Guards Witch
Mega Knight Guards The Log
Mini P.E.K.K.A Mega Knight Guards Witch Bandit
Witch Mega Knight
Guards Witch Bats Mega Minion Mini P.E.K.K.A The Log
Bats Mega Knight Mega Minion Mini P.E.K.K.A Witch 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.)

Guards The Log Bandit
The Log Bandit
The Log Bandit
Guards The Log
The Log Mega Knight
Bats Mega Minion Witch
Witch The Log
The Log
The Log Bandit
Bats Mini P.E.K.K.A Guards
The Log Bandit
The Log Bandit
Bandit
The Log
Witch The Log Bandit
The Log Bandit Mega Knight
Bats Mini P.E.K.K.A
Mega Minion Mini P.E.K.K.A The Log Bandit Mega Knight
Witch The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Witch Mega Knight
Mega Minion Witch
The Log Witch Bandit
Witch The Log Bandit Mega Knight
The Log Bandit
Bats Witch
Bats Mega Minion Guards Witch
Mega Minion Mini P.E.K.K.A
The Log Bandit Mega Knight
Mega Knight
The Log
Bats Guards Witch Bandit
Mega Minion Witch
The Log
Mega Minion Mini P.E.K.K.A Mega Knight
The Log
Mega Minion Mega Knight
Bats Guards Witch The Log
Bats Witch
Witch The Log Bandit Mega Knight
Mega Knight

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