My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Dart Goblin Wizard Ram Rider Little Prince

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 Wizard Rune Giant Ram Rider Mega Knight Little Prince

Offensive cards

Win conditions

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

Rune Giant Ram Rider

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.

Ram Rider 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.

Dart Goblin Rune Giant Ram Rider 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.

Ram 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
Skeletons Ram Rider
Giant Snowball
Skeletons Dart Goblin Ram Rider Little Prince
Zap
Skeletons Dart Goblin Ram Rider Little Prince
Barbarian Barrel
Skeletons Dart Goblin Wizard Little Prince
The Log
Skeletons Dart Goblin Ram Rider Little Prince
Earthquake
Skeletons
Arrows
Skeletons Dart Goblin Little Prince
Royal Delivery
Skeletons Dart Goblin Wizard Ram Rider Little Prince
Fireball
Dart Goblin Wizard Ram Rider Little Prince
Poison
Dart Goblin Wizard Little Prince
Lightning
Wizard Ram Rider Little Prince
Rocket
Wizard Ram Rider Little Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Rune Giant 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.

Dart Goblin 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Dart Goblin Little Prince Rune Giant Wizard Ram Rider Mega Knight

Shortest cycle

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

9 Skeletons The Log Dart Goblin Little Prince

Attack Synergies 0 11

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
Dart Goblin
Rune Giant The Log Ram Rider Mega Knight
Wizard
Ram Rider Mega Knight
Rune Giant
Dart Goblin Little Prince
The Log
Dart Goblin Ram Rider Mega Knight Little Prince
Ram Rider
Dart Goblin Wizard The Log Mega Knight
Mega Knight
Dart Goblin Wizard The Log Ram Rider
Little Prince
Rune Giant The Log

Defense Synergies 1 12

Skeletons
Dart Goblin Wizard The Log Ram Rider Little Prince
Dart Goblin
Skeletons The Log Ram Rider Mega Knight
Wizard
Skeletons The Log Mega Knight
Rune Giant
The Log
Skeletons Dart Goblin Wizard Ram Rider Mega Knight Little Prince
Ram Rider
Skeletons Dart Goblin The Log
Mega Knight
Dart Goblin Wizard The Log
Little Prince
Skeletons 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.

Dart Goblin Wizard The Log Ram Rider
Skeletons Dart Goblin The Log Ram Rider Mega Knight
Ram Rider Mega Knight Skeletons Dart Goblin
Skeletons Dart Goblin Ram Rider Mega Knight
The Log Mega Knight
The Log Skeletons Dart Goblin Mega Knight
Dart Goblin Ram Rider Wizard Little Prince
Dart Goblin The Log Ram Rider Mega Knight
Skeletons
Skeletons Dart Goblin Mega Knight Little Prince
Dart Goblin Skeletons Wizard The Log Ram Rider Mega Knight
Dart Goblin Wizard Ram Rider
Mega Knight Skeletons Wizard The Log Ram Rider
Wizard Mega Knight Dart Goblin The Log
Ram Rider Mega Knight
The Log Ram Rider Mega Knight
Wizard Mega Knight Skeletons
Mega Knight Dart Goblin Wizard The Log Ram Rider Little Prince
Wizard The Log Dart Goblin Ram Rider Mega Knight Little Prince
Dart Goblin Ram Rider
Wizard Mega Knight Dart Goblin The Log Little Prince

Counters to secondary win conditions

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

Mega Knight Skeletons
Wizard The Log Mega Knight
Mega Knight Skeletons The Log Ram Rider
Mega Knight The Log Ram Rider
Skeletons Ram Rider Mega Knight
Wizard Skeletons Dart Goblin Ram Rider
Skeletons Dart Goblin Ram Rider
Mega Knight
Mega Knight Skeletons The Log
Skeletons Dart Goblin
Mega Knight Dart Goblin
Mega Knight The Log
Mega Knight Skeletons Wizard Ram Rider
Wizard Dart Goblin Mega Knight
Skeletons Dart Goblin The Log Little Prince
Mega Knight Dart Goblin Wizard 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.)

Dart Goblin The Log
Dart Goblin The Log Ram Rider
Dart Goblin The Log
Dart Goblin The Log
Wizard The Log Mega Knight
Wizard Dart Goblin Ram Rider
Dart Goblin Wizard The Log
The Log Dart Goblin Wizard Ram Rider
The Log Dart Goblin Wizard Ram Rider
Dart Goblin Wizard The Log Ram Rider
Dart Goblin Wizard
Dart Goblin The Log
Dart Goblin
Dart Goblin The Log
Dart Goblin Wizard The Log
Dart Goblin Wizard The Log Mega Knight
Dart Goblin Wizard The Log Mega Knight
Dart Goblin Wizard The Log Mega Knight Little Prince
The Log Mega Knight
Wizard
The Log
The Log
The Log Wizard Mega Knight Little Prince
The Log Dart Goblin Wizard Ram Rider
Wizard The Log Ram Rider Mega Knight
Dart Goblin The Log
Dart Goblin Wizard Little Prince
Dart Goblin Wizard
Dart Goblin Wizard The Log Mega Knight
Mega Knight
Wizard The Log
Dart Goblin
Dart Goblin Wizard Ram Rider
The Log
Dart Goblin Wizard Mega Knight
The Log Dart Goblin Wizard
Dart Goblin Mega Knight
Dart Goblin The Log
Dart Goblin
Dart Goblin The Log Mega Knight Little Prince
Dart Goblin Wizard Mega Knight

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