My Best Clash Royale Deck

Deck Check Rating

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

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.

Archers Wizard Baby 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.

Skeletons Archers Wizard Baby Dragon Prince Golden 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.

Arrows The Log

Punishments

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

Prince Golden 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.

Baby Dragon Prince

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.

Golden Knight

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
Skeletons Archers Prince
Giant Snowball
Skeletons Archers Baby Dragon
Zap
Skeletons Archers Prince
Barbarian Barrel
Skeletons Archers Wizard
The Log
Skeletons Archers Prince
Earthquake
Skeletons Archers
Arrows
Skeletons Archers
Royal Delivery
Skeletons Archers Wizard Baby Dragon Prince
Fireball
Archers Wizard Baby Dragon
Poison
Archers Wizard
Lightning
Wizard Baby Dragon Prince
Rocket
Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Baby Dragon The Log

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.

Arrows Baby Dragon Prince

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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons The Log Archers Arrows Baby Dragon Golden Knight Wizard Prince

Shortest cycle

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

9 Skeletons The Log Archers Arrows

Attack Synergies 0 7

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.

Skeletons
Archers
Arrows Baby Dragon Prince
Arrows
Archers Prince
Wizard
Prince
Baby Dragon
Archers Prince
Prince
Archers Arrows Wizard Baby Dragon The Log
The Log
Prince
Golden Knight

Defense Synergies 1 16

Skeletons
Archers Wizard Baby Dragon Prince The Log
Archers
Skeletons Baby Dragon The Log Golden Knight
Arrows
Prince Golden Knight
Wizard
Skeletons Prince The Log Golden Knight
Baby Dragon
Skeletons Archers Prince The Log
Prince
The Log Skeletons Arrows Wizard Baby Dragon
The Log
Prince Skeletons Archers Wizard Baby Dragon Golden Knight
Golden Knight
Archers Arrows 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.

Wizard Baby Dragon The Log Golden Knight
Skeletons Prince The Log
Prince Skeletons Archers
Prince Skeletons
Arrows Prince The Log
Arrows The Log Skeletons Archers Baby Dragon
Archers Arrows Wizard Baby Dragon
Arrows Baby Dragon The Log Golden Knight
Skeletons Prince
Skeletons Archers Prince
Archers Skeletons Arrows Wizard Baby Dragon The Log
Arrows Archers Wizard Baby Dragon
Prince Skeletons Wizard The Log
Wizard Arrows Baby Dragon Prince The Log Golden Knight
Prince
Prince The Log
Wizard Skeletons Arrows Prince
Arrows Archers Wizard Baby Dragon Prince The Log Golden Knight
Arrows Wizard Baby Dragon The Log Archers
Prince
Wizard Archers Arrows Baby Dragon Prince The Log

Counters to secondary win conditions

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

Skeletons Archers Prince
Archers Arrows Wizard Baby Dragon Prince The Log
Skeletons Prince The Log Golden Knight
Prince The Log
Skeletons Prince
Arrows Wizard Skeletons Archers Baby Dragon
Prince Skeletons Archers
Prince
Skeletons Baby Dragon Prince The Log
Skeletons
Prince Golden Knight
Arrows Prince The Log
Prince Skeletons Wizard Golden Knight
Wizard Archers Baby Dragon
Skeletons Archers Baby Dragon Prince The Log Golden Knight
Arrows Archers Wizard Baby Dragon The Log Golden Knight
Arrows

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.)

Arrows Baby Dragon The Log Golden Knight
Arrows Baby Dragon The Log Golden Knight
Arrows Baby Dragon The Log
Arrows Prince The Log
Wizard Arrows Baby Dragon The Log
Arrows Wizard Baby Dragon
Archers Arrows Wizard Baby Dragon The Log
Arrows The Log Wizard Baby Dragon
Arrows The Log Wizard Golden Knight
Prince
Arrows Wizard Prince The Log Golden Knight
Archers Arrows Wizard Baby Dragon
Baby Dragon The Log Golden Knight
Arrows Baby Dragon
Arrows Baby Dragon Prince The Log
Arrows Wizard Baby Dragon The Log Golden Knight
Arrows Wizard Baby Dragon The Log
Arrows
Archers Arrows Wizard Baby Dragon Prince The Log
Arrows Wizard Baby Dragon The Log Golden Knight
Baby Dragon Prince The Log
Arrows Wizard
Prince The Log
Arrows Baby Dragon The Log
Arrows The Log Wizard Baby Dragon
Arrows The Log Wizard Baby Dragon Golden Knight
Arrows Wizard Baby Dragon Prince The Log Golden Knight
Arrows Baby Dragon The Log Golden Knight
Archers Arrows Wizard Baby Dragon
Wizard
Arrows Wizard The Log
Arrows
Prince
Arrows Wizard The Log
Archers Prince
Archers Arrows Wizard Baby Dragon
Arrows The Log
Wizard Baby Dragon Prince
Arrows The Log Wizard Baby Dragon
Arrows
Prince
Baby Dragon The Log Golden Knight
Baby Dragon Prince The Log Golden Knight
Prince
Wizard

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