My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Archers Minions Inferno Tower Wizard

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.

Archers Giant Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Rage Poison The Log

Punishments

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

Giant

Pump responses

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

Poison

Dropped at the bridge

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

Giant

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
Archers Minions Giant
Giant Snowball
Archers Minions
Zap
Archers Minions Inferno Tower
Barbarian Barrel
Archers Inferno Tower Wizard
The Log
Archers
Earthquake
Archers Inferno Tower
Arrows
Archers Minions
Royal Delivery
Archers Minions Wizard
Fireball
Archers Minions Inferno Tower Wizard
Poison
Archers Minions Inferno Tower Wizard
Lightning
Inferno Tower Wizard
Rocket
Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Poison

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Poison The Log

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.

Inferno Tower Rage Poison

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.

Minions 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Rage The Log Archers Minions Poison Giant Inferno Tower Wizard

Shortest cycle

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

10 Rage The Log Archers Minions

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.

Archers
Giant
Minions
Giant Rage
Giant
Minions Rage Poison Archers Wizard The Log
Inferno Tower
Wizard
Giant Rage
Rage
Minions Giant Wizard
Poison
Giant The Log
The Log
Giant Poison

Defense Synergies 1 8

Archers
Minions Inferno Tower The Log
Minions
Archers Inferno Tower The Log
Giant
Inferno Tower
The Log Archers Minions Poison
Wizard
The Log
Rage
Poison
Inferno Tower The Log
The Log
Inferno Tower Archers Minions Wizard Poison

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.

Minions Inferno Tower Wizard The Log
Inferno Tower Minions The Log
Inferno Tower Archers Minions
Inferno Tower Minions
Poison The Log
The Log Archers Minions
Minions Inferno Tower Archers Wizard Poison
Inferno Tower Poison The Log
Inferno Tower Minions
Archers Inferno Tower
Archers Minions Poison Wizard The Log
Minions Inferno Tower Archers Wizard Poison
Inferno Tower Minions Wizard The Log
Wizard Minions Poison The Log
Inferno Tower
Inferno Tower The Log
Wizard Minions Inferno Tower Poison
Archers Minions Wizard The Log
Wizard Poison The Log Archers Minions
Inferno Tower
Wizard Archers Minions Poison The Log

Counters to secondary win conditions

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

Archers Inferno Tower
Poison Archers Wizard The Log
Minions Inferno Tower The Log
Inferno Tower The Log
Inferno Tower
Wizard Poison Archers Minions
Archers Minions Inferno Tower
Inferno Tower
Minions Inferno Tower Poison The Log
Inferno Tower
Minions Inferno Tower
Poison The Log
Inferno Tower Wizard
Wizard Archers
Inferno Tower Archers Minions Poison The Log
Minions Poison Archers Inferno Tower Wizard The Log

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.)

Poison The Log
Poison The Log
Poison The Log
Poison The Log
Wizard Poison The Log
Wizard Poison Minions
Archers Wizard Poison The Log
Poison The Log Wizard
Poison The Log Wizard
Minions Poison
Poison Wizard The Log
Poison Archers Wizard
Poison The Log
Minions Poison
Poison The Log
Wizard Poison The Log
Wizard Poison The Log
Poison
Minions
Archers Wizard Poison The Log
Wizard Poison The Log
Minions Poison The Log
Wizard Poison
The Log
Poison The Log
Poison The Log Wizard
Poison The Log Wizard
Wizard Poison The Log
Poison The Log
Poison Archers Wizard
Minions Wizard Poison
Poison Wizard The Log
Poison
Wizard Poison The Log
Archers Minions
Poison Archers Wizard
The Log
Poison Wizard
The Log Wizard Poison
Poison
Minions Poison The Log
Poison
Poison The Log

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