My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Inferno Tower Magic Archer

Defensive buildings

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

Inferno Tower

Investments

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

Skeletons Ice Spirit Bats Firecracker Magic Archer

Offensive cards

Win conditions

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

Hog 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.

Hog Rider

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 Spirit Hog Rider Magic Archer

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.

Firecracker Hog Rider Magic Archer

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 Bats Hog Rider
Giant Snowball
Skeletons Bats Hog Rider
Zap
Skeletons Bats Firecracker Inferno Tower
Barbarian Barrel
Skeletons Ice Spirit Firecracker Inferno Tower Magic Archer
The Log
Skeletons Ice Spirit Firecracker Hog Rider
Earthquake
Skeletons Firecracker Hog Rider Inferno Tower
Arrows
Skeletons Ice Spirit Bats Firecracker
Royal Delivery
Skeletons Ice Spirit Bats Firecracker Hog Rider Magic Archer
Fireball
Firecracker Hog Rider Inferno Tower Magic Archer
Poison
Bats Firecracker Inferno Tower Magic Archer
Lightning
Inferno Tower Magic Archer
Rocket
Hog Rider Inferno Tower Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Firecracker The Log Magic Archer

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 Spirit Bats Inferno Tower

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.

Ice Spirit

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.

Skeletons Ice Spirit Bats The Log Firecracker Hog Rider Magic Archer Inferno Tower

Shortest cycle

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

6 Skeletons Ice Spirit Bats The Log

Attack Synergies 4 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
Ice Spirit
Hog Rider Bats Firecracker
Bats
Hog Rider Ice Spirit Firecracker
Firecracker
Hog Rider Ice Spirit Bats
Hog Rider
Ice Spirit Bats Firecracker The Log Magic Archer
Inferno Tower
The Log
Hog Rider Magic Archer
Magic Archer
Hog Rider The Log

Defense Synergies 3 15

Skeletons
Ice Spirit Bats Firecracker Inferno Tower The Log Magic Archer
Ice Spirit
Inferno Tower Skeletons Bats Firecracker The Log Magic Archer
Bats
Skeletons Ice Spirit Firecracker Inferno Tower The Log
Firecracker
The Log Skeletons Ice Spirit Bats Inferno Tower
Hog Rider
Inferno Tower
Ice Spirit The Log Skeletons Bats Firecracker
The Log
Firecracker Inferno Tower Skeletons Ice Spirit Bats Magic Archer
Magic Archer
Skeletons Ice Spirit 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.

Firecracker Inferno Tower The Log Magic Archer
Inferno Tower Skeletons Ice Spirit Bats Firecracker The Log
Inferno Tower Skeletons Bats
Inferno Tower Skeletons Bats Firecracker
Firecracker The Log
The Log Skeletons Bats Firecracker Magic Archer
Bats Inferno Tower Ice Spirit Firecracker Magic Archer
Inferno Tower The Log Magic Archer
Inferno Tower Skeletons
Skeletons Ice Spirit Firecracker Inferno Tower
Bats Skeletons Firecracker The Log Magic Archer
Inferno Tower Bats Firecracker Magic Archer
Inferno Tower Skeletons Ice Spirit Bats The Log
Ice Spirit Bats Firecracker The Log Magic Archer
Inferno Tower
Inferno Tower Ice Spirit The Log
Skeletons Bats Firecracker Inferno Tower
Ice Spirit Bats Firecracker The Log Magic Archer
The Log Ice Spirit Bats Firecracker Magic Archer
Inferno Tower
Bats Firecracker The Log
Inferno Tower

Counters to secondary win conditions

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

Skeletons Inferno Tower
Firecracker The Log Magic Archer
Skeletons Ice Spirit Bats Inferno Tower The Log
Bats Inferno Tower The Log
Inferno Tower Skeletons
Firecracker Skeletons Ice Spirit Bats Magic Archer
Skeletons Bats Inferno Tower
Inferno Tower
Skeletons Ice Spirit Bats Firecracker Inferno Tower The Log Magic Archer
Inferno Tower Skeletons
Bats Inferno Tower
The Log
Skeletons Inferno Tower
Firecracker Magic Archer
Inferno Tower Skeletons Ice Spirit Bats Firecracker The Log Magic Archer
Bats Firecracker Inferno Tower The Log Magic Archer
Inferno Tower

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.)

Magic Archer Firecracker The Log
Firecracker The Log Magic Archer
The Log Magic Archer
Firecracker The Log
Firecracker The Log Magic Archer
Firecracker Ice Spirit Bats Magic Archer
Firecracker The Log Magic Archer
The Log Ice Spirit Firecracker Magic Archer
The Log Firecracker
Bats
Firecracker The Log Magic Archer
Firecracker Magic Archer
Firecracker The Log Magic Archer
Firecracker Magic Archer
Firecracker The Log Magic Archer
Firecracker The Log Magic Archer
Magic Archer Firecracker The Log
Bats
Firecracker The Log Magic Archer
Firecracker The Log Magic Archer
The Log Magic Archer
The Log
The Log
Firecracker The Log Ice Spirit Magic Archer
Firecracker The Log Magic Archer
The Log Magic Archer
Firecracker The Log Magic Archer
Bats Firecracker Magic Archer
Ice Spirit Bats Firecracker
The Log Magic Archer
Ice Spirit Firecracker Magic Archer
Firecracker The Log Magic Archer
Ice Spirit Bats Magic Archer
Firecracker Magic Archer
The Log
Firecracker Magic Archer
The Log Firecracker Magic Archer
Firecracker
Ice Spirit Bats Firecracker The Log Magic Archer
Firecracker Bats Magic Archer
Firecracker The Log Magic Archer
Firecracker

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