My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Minions Ice Golem 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.

Ice Golem Witch Giant Skeleton

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.

Rage The Log

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 Golem Giant Skeleton

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.

Giant Skeleton

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
Minions Skeleton Army Clone Giant Skeleton
Giant Snowball
Minions Skeleton Army Clone Witch
Zap
Minions Skeleton Army Clone Witch
Barbarian Barrel
Skeleton Army Clone Witch Giant Skeleton
The Log
Skeleton Army Clone Witch Giant Skeleton
Earthquake
Skeleton Army Clone Witch
Arrows
Minions Skeleton Army Clone Witch
Royal Delivery
Minions Skeleton Army Clone Witch Giant Skeleton
Fireball
Minions Skeleton Army Clone Witch
Poison
Minions Skeleton Army Clone Witch
Lightning
Ice Golem Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem The Log

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 Golem Rage Skeleton Army Clone Giant Skeleton

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.

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.

Minions Ice Golem 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.

Ice Golem Rage The Log Minions Skeleton Army Clone Witch Giant Skeleton

Shortest cycle

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

9 Ice Golem Rage The Log Minions

Attack Synergies 4 8

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.

Minions
Rage Ice Golem Clone Giant Skeleton
Ice Golem
Minions Witch
Rage
Minions Witch Giant Skeleton
Skeleton Army
Clone
Clone
Skeleton Army Giant Skeleton Minions Witch
Witch
Rage Ice Golem Clone Giant Skeleton
Giant Skeleton
Clone Minions Rage Witch The Log
The Log
Giant Skeleton

Defense Synergies 1 10

Minions
Ice Golem Giant Skeleton The Log
Ice Golem
Minions Witch Giant Skeleton The Log
Rage
Skeleton Army
Giant Skeleton The Log
Clone
Witch
Ice Golem Giant Skeleton The Log
Giant Skeleton
Minions Ice Golem Skeleton Army Witch The Log
The Log
Minions Ice Golem Skeleton Army Witch Giant Skeleton

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.

Minions Ice Golem The Log
Skeleton Army Minions Witch The Log
Skeleton Army Witch Minions Giant Skeleton
Skeleton Army Witch Minions
Skeleton Army Giant Skeleton The Log
Skeleton Army The Log Minions
Minions Witch
Ice Golem Giant Skeleton The Log
Witch Minions Skeleton Army
Skeleton Army Ice Golem Giant Skeleton
Minions Skeleton Army Witch Ice Golem Giant Skeleton The Log
Minions Witch
Skeleton Army Minions Witch Giant Skeleton The Log
Skeleton Army Minions Witch The Log
Skeleton Army
Skeleton Army The Log
Minions Skeleton Army Witch
Minions Skeleton Army Witch The Log
Witch The Log Minions Ice Golem Giant Skeleton
Skeleton Army Minions Witch Giant Skeleton The Log

Counters to secondary win conditions

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

Skeleton Army Ice Golem Witch Giant Skeleton
Ice Golem The Log
Skeleton Army Giant Skeleton Minions Ice Golem Witch The Log
Skeleton Army Giant Skeleton Ice Golem The Log
Giant Skeleton Skeleton Army Witch
Minions Ice Golem Witch
Skeleton Army Minions Ice Golem Witch Giant Skeleton
Giant Skeleton Skeleton Army
Giant Skeleton Minions Ice Golem Skeleton Army Witch The Log
Witch Skeleton Army
Minions Witch Giant Skeleton
Skeleton Army Giant Skeleton The Log
Skeleton Army Giant Skeleton Ice Golem Witch
Skeleton Army Witch
Skeleton Army Witch Minions Ice Golem Giant Skeleton The Log
Minions Ice Golem Witch Giant Skeleton 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.)

Ice Golem Giant Skeleton The Log
The Log
Giant Skeleton The Log
Ice Golem Giant Skeleton The Log
The Log
Minions Ice Golem Witch
Witch The Log
The Log Ice Golem
The Log
Minions
The Log
Ice Golem The Log
Minions
Ice Golem The Log
Witch The Log
The Log
Minions
The Log
Witch The Log
Minions Giant Skeleton The Log
The Log
The Log
Ice Golem The Log Witch
Witch
The Log Witch
Witch The Log
The Log
Ice Golem Witch
Minions Witch
The Log
Giant Skeleton
The Log
Minions Skeleton Army Witch
Witch
The Log
The Log Ice Golem
Giant Skeleton
Minions Witch Giant Skeleton The Log
Witch
Witch Giant Skeleton The Log

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