My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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.

Bats Rascals Magic Archer

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.

Bats Rascals Prince Golem Magic Archer Lumberjack

Offensive cards

Win conditions

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

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.

Prince Lumberjack

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.

Rascals Prince Golem Magic Archer Lumberjack

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.

Golem Magic Archer Lumberjack

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
Bats Skeleton Army Prince
Giant Snowball
Bats Skeleton Army Lumberjack
Zap
Bats Skeleton Army Prince
Barbarian Barrel
Rascals Skeleton Army Magic Archer Lumberjack
The Log
Rascals Skeleton Army Prince Lumberjack
Earthquake
Skeleton Army
Arrows
Bats Rascals Skeleton Army
Royal Delivery
Bats Rascals Skeleton Army Prince Magic Archer Lumberjack
Fireball
Rascals Skeleton Army Magic Archer Lumberjack
Poison
Bats Rascals Skeleton Army Magic Archer
Lightning
Prince Magic Archer Lumberjack
Rocket
Rascals Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

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.

Bats Skeleton Army Prince Golem

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.

Skeleton Army

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.

Bats The Log Skeleton Army Magic Archer Lumberjack Rascals Prince Golem

Shortest cycle

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

11 Bats The Log Skeleton Army Magic Archer

Attack Synergies 0 17

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.

Bats
Rascals Prince Golem Lumberjack
Rascals
Bats Prince Magic Archer Lumberjack
Skeleton Army
Prince
Bats Rascals Golem The Log Magic Archer Lumberjack
Golem
Bats Prince The Log Magic Archer Lumberjack
The Log
Prince Golem Magic Archer Lumberjack
Magic Archer
Rascals Prince Golem The Log Lumberjack
Lumberjack
Bats Rascals Prince Golem The Log Magic Archer

Defense Synergies 1 13

Bats
Rascals Prince The Log Lumberjack
Rascals
Bats The Log
Skeleton Army
Prince The Log Magic Archer Lumberjack
Prince
The Log Bats Skeleton Army Magic Archer
Golem
The Log
Prince Bats Rascals Skeleton Army Magic Archer Lumberjack
Magic Archer
Skeleton Army Prince The Log Lumberjack
Lumberjack
Bats Skeleton Army The Log Magic Archer

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.

The Log Magic Archer
Skeleton Army Lumberjack Bats Rascals Prince The Log
Skeleton Army Prince Lumberjack Bats Rascals
Skeleton Army Prince Lumberjack Bats Rascals
Skeleton Army Prince The Log Lumberjack
Skeleton Army The Log Bats Rascals Magic Archer Lumberjack
Bats Rascals Magic Archer
Rascals The Log Magic Archer
Rascals Skeleton Army Prince Lumberjack
Skeleton Army Rascals Prince Lumberjack
Bats Skeleton Army Rascals The Log Magic Archer Lumberjack
Bats Rascals Magic Archer
Skeleton Army Prince Lumberjack Bats Rascals The Log
Skeleton Army Bats Rascals Prince The Log Magic Archer Lumberjack
Skeleton Army Rascals Prince Lumberjack
Skeleton Army Rascals Prince The Log Lumberjack
Bats Rascals Skeleton Army Prince Lumberjack
Bats Rascals Skeleton Army Prince The Log Magic Archer Lumberjack
The Log Bats Rascals Magic Archer Lumberjack
Prince Lumberjack
Rascals Skeleton Army Bats Prince The Log Lumberjack

Counters to secondary win conditions

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

Rascals Skeleton Army Lumberjack Prince
Prince The Log Magic Archer Lumberjack
Skeleton Army Lumberjack Bats Rascals Prince The Log
Skeleton Army Prince Lumberjack Bats Rascals The Log
Rascals Skeleton Army Prince Lumberjack
Bats Rascals Magic Archer
Rascals Skeleton Army Prince Bats Lumberjack
Rascals Skeleton Army Prince Lumberjack
Bats Skeleton Army Prince The Log Magic Archer
Skeleton Army
Bats Rascals Prince Lumberjack
Skeleton Army Prince The Log
Rascals Skeleton Army Prince Lumberjack
Rascals Skeleton Army Magic Archer
Rascals Skeleton Army Bats Prince The Log Magic Archer Lumberjack
Bats Rascals The Log Magic Archer

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 Rascals The Log
The Log Magic Archer
The Log Magic Archer
Rascals Prince The Log
The Log Magic Archer
Bats Magic Archer
The Log Magic Archer
The Log Magic Archer
The Log
Bats Prince Lumberjack
Prince The Log Magic Archer
Magic Archer
The Log Magic Archer
Magic Archer
Prince The Log Magic Archer
The Log Magic Archer
Magic Archer The Log
Bats
Prince The Log Magic Archer
The Log Magic Archer
Prince The Log Magic Archer
Prince The Log
The Log
The Log Magic Archer
The Log Magic Archer
Prince The Log Magic Archer
The Log Magic Archer
Bats Magic Archer
Bats
The Log Magic Archer
Magic Archer
Prince
The Log Magic Archer
Bats Skeleton Army Prince Magic Archer
Magic Archer
The Log
Rascals Prince Magic Archer Lumberjack
The Log Magic Archer
Prince
Bats Rascals The Log Magic Archer
Bats Magic Archer
Prince The Log Magic Archer

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