My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

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.

Skeletons Elixir Golem Wizard Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

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.

Elixir Golem 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.

Electro Spirit Elixir Golem 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.

Electro Spirit

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 Elixir Golem
Giant Snowball
Skeletons Cannon
Zap
Skeletons Cannon
Barbarian Barrel
Skeletons Electro Spirit Cannon Elixir Golem Wizard
The Log
Skeletons Electro Spirit Cannon Elixir Golem
Earthquake
Skeletons Cannon Elixir Golem
Arrows
Skeletons Electro Spirit
Royal Delivery
Skeletons Electro Spirit Elixir Golem Wizard
Fireball
Cannon Elixir Golem Wizard
Poison
Cannon Elixir Golem Wizard
Lightning
Cannon Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit 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.

Electro Spirit Elixir Golem 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.

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.

Mirror Skeletons Electro Spirit The Log Cannon Elixir Golem Wizard Mega Knight

Shortest cycle

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

4 Mirror Skeletons Electro Spirit The Log

Attack Synergies 1 5

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
Electro Spirit
Cannon
Elixir Golem
Wizard Mirror The Log
Wizard
Elixir Golem Mega Knight
Mirror
The Log Elixir Golem
The Log
Mirror Elixir Golem Mega Knight
Mega Knight
Wizard The Log

Defense Synergies 3 10

Skeletons
Cannon Electro Spirit Wizard The Log
Electro Spirit
Skeletons The Log
Cannon
Skeletons Mirror The Log Wizard
Elixir Golem
Wizard
Skeletons Cannon The Log Mega Knight
Mirror
Cannon The Log Mega Knight
The Log
Cannon Skeletons Electro Spirit Wizard Mirror Mega Knight
Mega Knight
Wizard Mirror 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.

Cannon Wizard The Log
Skeletons Cannon The Log Mega Knight
Cannon Mega Knight Skeletons
Cannon Skeletons Mega Knight
The Log Mega Knight
The Log Skeletons Electro Spirit Cannon Mega Knight
Electro Spirit Cannon Wizard
Electro Spirit Cannon The Log Mega Knight
Cannon Skeletons
Skeletons Cannon Mega Knight
Skeletons Electro Spirit Cannon Wizard The Log Mega Knight
Wizard
Cannon Mega Knight Skeletons Wizard The Log
Wizard Mega Knight Electro Spirit Cannon The Log
Cannon Mega Knight
Cannon The Log Mega Knight
Wizard Mega Knight Skeletons Cannon
Cannon Mega Knight Electro Spirit Wizard The Log
Wizard The Log Electro Spirit Cannon Mega Knight
Cannon
Wizard Mega Knight Electro Spirit Cannon The Log
Cannon

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
Mega Knight The Log
Skeletons Cannon Mega Knight
Wizard Skeletons Electro Spirit
Skeletons
Mega Knight
Mega Knight Skeletons Electro Spirit The Log
Skeletons Cannon
Mega Knight
Mega Knight The Log
Mega Knight Skeletons Cannon Wizard
Wizard Cannon Mega Knight
Skeletons Electro Spirit The Log
Mega Knight Electro Spirit Cannon Wizard The Log
Electro Spirit 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.)

The Log
The Log
The Log
The Log
Wizard The Log Mega Knight
Wizard Electro Spirit
Wizard The Log
The Log Wizard
The Log Wizard
Wizard The Log
Wizard
The Log
The Log
Wizard The Log
Wizard The Log Mega Knight
Wizard The Log Mega Knight
Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Electro Spirit Wizard Mega Knight
The Log Wizard
Wizard The Log Mega Knight
The Log
Wizard
Electro Spirit Wizard
Wizard The Log Mega Knight
Electro Spirit
Mega Knight
Wizard The Log
Electro Spirit
Wizard
The Log
Wizard Mega Knight
The Log Wizard
Mega Knight
Electro Spirit The Log
The Log Mega Knight
Wizard Mega Knight

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