My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Archer Queen

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon Goblin Drill

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Giant Skeleton Archer Queen

Offensive cards

Win conditions

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

Goblin Drill

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball The Log

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Goblin Drill

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Giant Skeleton Archer Queen

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.

Goblin Drill 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
Skeletons Goblin Drill Giant Skeleton
Giant Snowball
Skeletons Fire Spirit Cannon Goblin Drill
Zap
Skeletons Fire Spirit Cannon Goblin Drill
Barbarian Barrel
Skeletons Fire Spirit Cannon Goblin Drill Giant Skeleton
The Log
Skeletons Fire Spirit Cannon Goblin Drill Giant Skeleton
Earthquake
Skeletons Cannon Goblin Drill
Arrows
Skeletons Fire Spirit Goblin Drill
Royal Delivery
Skeletons Fire Spirit Goblin Drill Giant Skeleton
Fireball
Cannon Goblin Drill
Poison
Cannon Goblin Drill
Lightning
Cannon Archer Queen
Rocket
Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball 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.

Fire Spirit Goblin Drill 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.

Fireball

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.

Fire Spirit Fireball

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 Fire Spirit The Log Cannon Fireball Goblin Drill Archer Queen Giant Skeleton

Shortest cycle

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

7 Skeletons Fire Spirit The Log Cannon

Attack Synergies 2 6

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
Fire Spirit
Goblin Drill Giant Skeleton
Cannon
Fireball
Goblin Drill The Log Archer Queen
Goblin Drill
Fire Spirit Fireball The Log
Giant Skeleton
Fire Spirit The Log Archer Queen
The Log
Fireball Goblin Drill Giant Skeleton
Archer Queen
Fireball Giant Skeleton

Defense Synergies 4 13

Skeletons
Cannon Fire Spirit Giant Skeleton The Log Archer Queen
Fire Spirit
Skeletons Goblin Drill Giant Skeleton The Log Archer Queen
Cannon
Skeletons The Log Fireball Archer Queen
Fireball
The Log Cannon Goblin Drill
Goblin Drill
Fire Spirit Fireball The Log
Giant Skeleton
Skeletons Fire Spirit The Log
The Log
Cannon Fireball Archer Queen Skeletons Fire Spirit Goblin Drill Giant Skeleton
Archer Queen
The Log Skeletons Fire Spirit Cannon

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 Fireball The Log
Skeletons Cannon Goblin Drill The Log
Cannon Skeletons Fire Spirit Goblin Drill Giant Skeleton
Cannon Skeletons Goblin Drill
Fireball Giant Skeleton The Log
Fireball The Log Skeletons Fire Spirit Cannon
Fire Spirit Cannon Fireball
Cannon Fireball Giant Skeleton The Log
Cannon Skeletons Goblin Drill Archer Queen
Skeletons Fire Spirit Cannon Giant Skeleton
Skeletons Cannon Fireball Goblin Drill Giant Skeleton The Log
Fireball
Cannon Goblin Drill Skeletons Fire Spirit Fireball Giant Skeleton The Log
Fire Spirit Fireball Cannon Goblin Drill The Log
Cannon Goblin Drill
Cannon Fireball Goblin Drill The Log
Skeletons Cannon Fireball Goblin Drill
Fire Spirit Cannon Fireball Goblin Drill The Log
Goblin Drill The Log Fire Spirit Cannon Fireball Giant Skeleton
Cannon Goblin Drill
Fire Spirit Cannon Fireball Giant Skeleton The Log

Counters to secondary win conditions

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

Skeletons Fireball Giant Skeleton
Fireball The Log
Giant Skeleton Skeletons The Log
Giant Skeleton Fireball The Log
Giant Skeleton Skeletons Cannon Goblin Drill
Fire Spirit Fireball Skeletons
Skeletons Fireball Giant Skeleton
Giant Skeleton
Giant Skeleton Skeletons Fireball The Log
Skeletons Cannon Goblin Drill
Giant Skeleton
Fireball Giant Skeleton The Log Archer Queen
Giant Skeleton Skeletons Cannon Fireball
Cannon Fireball
Skeletons Fireball Goblin Drill Giant Skeleton The Log Archer Queen
Cannon Fireball Giant Skeleton The Log Archer Queen
Cannon Fireball

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.)

Fireball Goblin Drill Giant Skeleton The Log
Fireball The Log
Fireball Goblin Drill Giant Skeleton The Log
Fireball Giant Skeleton The Log
Fireball Fire Spirit The Log
Fireball Fire Spirit
Fire Spirit The Log
Fireball The Log Fire Spirit
Fireball The Log
Fire Spirit Fireball
Fireball The Log
Fireball Fire Spirit Archer Queen
Fire Spirit Fireball The Log
Fireball
Fireball The Log
Fireball Goblin Drill The Log
Fireball The Log
Fireball
Fire Spirit Fireball The Log
Fire Spirit Fireball The Log
Fireball Giant Skeleton The Log
Fireball
The Log
Fireball Goblin Drill The Log
The Log Fire Spirit Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fire Spirit Fireball
Fireball
Fireball
Fireball The Log
Fireball
Giant Skeleton
Fireball The Log
Fire Spirit Fireball
Fireball Fire Spirit Archer Queen
The Log Fireball
Fireball
The Log Fireball
Fireball Giant Skeleton Archer Queen
Archer Queen
Fireball Giant Skeleton The Log Archer Queen
Fireball Archer Queen
Fireball Giant Skeleton The Log Archer Queen
Fireball

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