My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro Wizard

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.

Wizard Balloon Bandit Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Rage The Log

Punishments

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

Elite Barbarians Balloon Bandit 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.

Elite Barbarians Balloon Bandit 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.

Elite Barbarians Balloon Bandit Electro Wizard

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
Elite Barbarians Balloon Bandit
Giant Snowball
Balloon
Zap
Balloon Bandit
Barbarian Barrel
Elite Barbarians Wizard Bandit Electro Wizard
The Log
Elite Barbarians Bandit
Earthquake
Arrows
Royal Delivery
Elite Barbarians Wizard Balloon Bandit Electro Wizard
Fireball
Elite Barbarians Wizard Balloon Bandit Electro Wizard
Poison
Wizard Balloon Electro Wizard
Lightning
Elite Barbarians Wizard Balloon Bandit Electro Wizard
Rocket
Elite Barbarians Wizard Balloon

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.

Rage Mega Knight

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.

Elite Barbarians

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 Electro 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.

Rage The Log Bandit Electro Wizard Wizard Balloon Elite Barbarians Mega Knight

Shortest cycle

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

11 Rage The Log Bandit Electro Wizard

Attack Synergies 2 18

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.

Elite Barbarians
Rage Wizard The Log Bandit Mega Knight
Wizard
Elite Barbarians Rage Balloon Bandit Mega Knight
Rage
Elite Barbarians Balloon Wizard Electro Wizard
Balloon
Rage Wizard The Log Bandit Electro Wizard Mega Knight
The Log
Elite Barbarians Balloon Bandit Mega Knight
Bandit
Elite Barbarians Wizard Balloon The Log Electro Wizard Mega Knight
Electro Wizard
Rage Balloon Bandit Mega Knight
Mega Knight
Elite Barbarians Wizard Balloon The Log Bandit Electro Wizard

Defense Synergies 0 13

Elite Barbarians
Wizard The Log Mega Knight
Wizard
Elite Barbarians The Log Bandit Electro Wizard Mega Knight
Rage
Balloon
The Log
Elite Barbarians Wizard Bandit Electro Wizard Mega Knight
Bandit
Wizard The Log Electro Wizard Mega Knight
Electro Wizard
Wizard The Log Bandit Mega Knight
Mega Knight
Elite Barbarians Wizard The Log Bandit Electro Wizard

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 The Log Electro Wizard
Elite Barbarians The Log Bandit Electro Wizard Mega Knight
Mega Knight Elite Barbarians Bandit Electro Wizard
Elite Barbarians Bandit Electro Wizard Mega Knight
Elite Barbarians The Log Mega Knight
The Log Bandit Electro Wizard Mega Knight
Electro Wizard Wizard
The Log Bandit Electro Wizard Mega Knight
Elite Barbarians
Elite Barbarians Bandit Electro Wizard Mega Knight
Electro Wizard Wizard The Log Bandit Mega Knight
Wizard Electro Wizard
Mega Knight Elite Barbarians Wizard The Log Bandit Electro Wizard
Wizard Mega Knight The Log Electro Wizard
Elite Barbarians Bandit Electro Wizard Mega Knight
Elite Barbarians The Log Bandit Electro Wizard Mega Knight
Wizard Mega Knight Elite Barbarians Electro Wizard
Mega Knight Elite Barbarians Wizard The Log Bandit Electro Wizard
Wizard The Log Bandit Electro Wizard Mega Knight
Elite Barbarians Electro Wizard
Wizard Mega Knight Elite Barbarians The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Bandit Electro Wizard
Bandit Electro Wizard Elite Barbarians Wizard The Log Mega Knight
Bandit Mega Knight Elite Barbarians The Log Electro Wizard
Mega Knight Elite Barbarians The Log Bandit Electro Wizard
Elite Barbarians Bandit Mega Knight
Wizard Electro Wizard
Elite Barbarians Bandit Electro Wizard
Mega Knight Elite Barbarians
Electro Wizard Mega Knight Elite Barbarians The Log Bandit
Mega Knight Elite Barbarians
Mega Knight Elite Barbarians The Log Electro Wizard
Elite Barbarians Mega Knight Wizard Bandit
Wizard Mega Knight
Elite Barbarians Electro Wizard The Log
Mega Knight Elite Barbarians Wizard The Log Electro Wizard
Electro Wizard

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 Bandit
The Log Bandit Electro Wizard
The Log Bandit
The Log
Wizard The Log Mega Knight
Wizard
Wizard The Log
The Log Wizard
The Log Wizard Bandit
Elite Barbarians Electro Wizard
Wizard The Log Bandit Electro Wizard
Wizard
Elite Barbarians The Log Bandit
Bandit
Elite Barbarians The Log
Wizard The Log Bandit
Wizard The Log Bandit Mega Knight
Wizard The Log Bandit Electro Wizard Mega Knight
Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Wizard Mega Knight
The Log Wizard Bandit Electro Wizard
Wizard The Log Bandit Mega Knight
The Log Bandit
Elite Barbarians Wizard Electro Wizard
Electro Wizard Wizard
Elite Barbarians
Wizard The Log Bandit Mega Knight
Electro Wizard
Mega Knight
Wizard The Log
Electro Wizard Bandit
Wizard Electro Wizard
The Log
Wizard Electro Wizard Mega Knight
The Log Wizard
Elite Barbarians Mega Knight
Elite Barbarians The Log Electro Wizard
Electro Wizard
The Log Bandit Electro Wizard Mega Knight
Wizard Mega Knight

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