My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

Firecracker Ice Golem Ram Rider

Defensive buildings

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

Cannon

Investments

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

Skeletons Firecracker Ice Golem Ram Rider Monk

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Fireball The Log

Punishments

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

Ram Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Ice Golem Ram Rider

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 Ram Rider Monk

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 Ram Rider
Giant Snowball
Skeletons Cannon Ram Rider
Zap
Skeletons Cannon Firecracker Ram Rider
Barbarian Barrel
Skeletons Cannon Firecracker
The Log
Skeletons Cannon Firecracker Ram Rider
Earthquake
Skeletons Cannon Firecracker
Arrows
Skeletons Firecracker
Royal Delivery
Skeletons Firecracker Ram Rider
Fireball
Cannon Firecracker Ram Rider
Poison
Cannon Firecracker
Lightning
Cannon Ice Golem Ram Rider Monk
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker Ice Golem Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Ice Golem 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.

Ice 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.

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.

Ice Golem 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 Ice Golem The Log Cannon Firecracker Fireball Ram Rider Monk

Shortest cycle

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

8 Skeletons Ice Golem The Log Cannon

Attack Synergies 0 7

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
Cannon
Firecracker
Ice Golem Ram Rider Monk
Ice Golem
Firecracker Ram Rider
Fireball
The Log Ram Rider
The Log
Fireball Ram Rider
Ram Rider
Firecracker Ice Golem Fireball The Log
Monk
Firecracker

Defense Synergies 6 11

Skeletons
Cannon Firecracker Ice Golem The Log Ram Rider Monk
Cannon
Skeletons Ice Golem The Log Firecracker Fireball
Firecracker
Ice Golem The Log Skeletons Cannon
Ice Golem
Cannon Firecracker Skeletons Fireball The Log
Fireball
The Log Cannon Ice Golem Ram Rider
The Log
Cannon Firecracker Fireball Skeletons Ice Golem Ram Rider
Ram Rider
Skeletons Fireball The Log
Monk
Skeletons

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 Firecracker Ice Golem Fireball The Log Ram Rider
Skeletons Cannon Firecracker The Log Ram Rider Monk
Cannon Ram Rider Skeletons
Cannon Skeletons Firecracker Ram Rider Monk
Firecracker Fireball The Log Monk
Fireball The Log Skeletons Cannon Firecracker
Ram Rider Cannon Firecracker Fireball
Cannon Ice Golem Fireball The Log Ram Rider Monk
Cannon Skeletons
Skeletons Cannon Firecracker Ice Golem
Skeletons Cannon Firecracker Ice Golem Fireball The Log Ram Rider
Firecracker Fireball Ram Rider
Cannon Skeletons Fireball The Log Ram Rider
Fireball Cannon Firecracker The Log
Cannon Ram Rider
Monk Cannon Fireball The Log Ram Rider
Skeletons Cannon Firecracker Fireball
Cannon Fireball Firecracker The Log Ram Rider
The Log Cannon Firecracker Ice Golem Fireball Ram Rider
Cannon Ram Rider
Cannon Firecracker Fireball The Log

Counters to secondary win conditions

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

Skeletons Ice Golem Fireball
Fireball Firecracker Ice Golem The Log Monk
Skeletons Ice Golem The Log Ram Rider
Ice Golem Fireball The Log Ram Rider Monk
Skeletons Cannon Ram Rider
Firecracker Fireball Skeletons Ice Golem Ram Rider Monk
Skeletons Ice Golem Fireball Ram Rider
Skeletons Firecracker Ice Golem Fireball The Log Monk
Skeletons Cannon
Monk Fireball The Log
Skeletons Cannon Ice Golem Fireball Ram Rider
Cannon Firecracker Fireball
Skeletons Firecracker Ice Golem Fireball The Log Monk
Cannon Firecracker Ice Golem Fireball 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.)

Fireball Firecracker Ice Golem The Log Monk
Firecracker Fireball Monk The Log Ram Rider
Fireball The Log
Firecracker Ice Golem Fireball The Log
Fireball Firecracker The Log
Firecracker Fireball Ice Golem Ram Rider Monk
Firecracker The Log
Fireball The Log Firecracker Ice Golem Ram Rider
Fireball The Log Monk Firecracker Ram Rider
Fireball
Firecracker Monk Fireball The Log Ram Rider
Fireball Monk Firecracker
Firecracker Ice Golem Fireball The Log
Firecracker Fireball Monk
Firecracker Ice Golem Fireball The Log
Firecracker Fireball The Log
Firecracker Fireball The Log
Monk Fireball
Firecracker Fireball The Log Monk
Firecracker Fireball The Log Monk
Fireball The Log Monk
Fireball
The Log Monk
Fireball The Log Monk
Firecracker Ice Golem The Log Fireball
Firecracker Fireball The Log Ram Rider Monk
Fireball The Log Ram Rider Monk
Fireball Firecracker The Log
Firecracker Ice Golem Fireball
Firecracker Fireball
Fireball
Fireball The Log
Firecracker Fireball Monk
Firecracker Fireball The Log Monk
Fireball
Fireball Firecracker Ram Rider Monk
The Log Fireball
Fireball Firecracker
The Log Firecracker Ice Golem Fireball
Monk Fireball
Firecracker
Firecracker Fireball The Log
Firecracker Fireball
Firecracker Fireball The Log Monk

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