My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Ice Golem Inferno Dragon

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 Knight Ice Golem Inferno Dragon

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Giant Snowball The Log

Punishments

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

Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Fire Spirit Knight Ice Golem

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.

Goblin Barrel

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 Goblin Barrel Inferno Dragon
Giant Snowball
Fire Spirit Bats Goblin Barrel Inferno Dragon
Zap
Fire Spirit Bats Goblin Barrel Inferno Dragon
Barbarian Barrel
Fire Spirit Knight Goblin Barrel
The Log
Fire Spirit Goblin Barrel
Earthquake
Goblin Barrel
Arrows
Fire Spirit Bats Goblin Barrel
Royal Delivery
Fire Spirit Bats Knight Goblin Barrel Inferno Dragon
Fireball
Goblin Barrel Inferno Dragon
Poison
Bats
Lightning
Knight Ice Golem Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Giant Snowball Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Giant Snowball Ice Golem 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.

Fire Spirit Bats Knight Ice Golem Inferno Dragon

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.

Goblin Barrel

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.

Fire Spirit Ice Golem Goblin Barrel

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.

Fire Spirit Bats Giant Snowball Ice Golem The Log Knight Goblin Barrel Inferno Dragon

Shortest cycle

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

7 Fire Spirit Bats Giant Snowball Ice Golem

Attack Synergies 4 12

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.

Fire Spirit
Giant Snowball Knight Ice Golem Goblin Barrel Inferno Dragon
Bats
Knight Ice Golem Goblin Barrel Inferno Dragon
Giant Snowball
Fire Spirit Knight Ice Golem Goblin Barrel The Log
Knight
Bats Goblin Barrel Fire Spirit Giant Snowball The Log
Ice Golem
Bats Goblin Barrel Fire Spirit Giant Snowball
Goblin Barrel
Knight Ice Golem Fire Spirit Bats Giant Snowball
The Log
Giant Snowball Knight
Inferno Dragon
Fire Spirit Bats

Defense Synergies 2 15

Fire Spirit
Knight Giant Snowball Ice Golem The Log
Bats
Knight Giant Snowball Ice Golem The Log Inferno Dragon
Giant Snowball
Fire Spirit Bats Knight Ice Golem The Log Inferno Dragon
Knight
Fire Spirit Bats Giant Snowball The Log
Ice Golem
Fire Spirit Bats Giant Snowball The Log Inferno Dragon
Goblin Barrel
The Log
Fire Spirit Bats Giant Snowball Knight Ice Golem Inferno Dragon
Inferno Dragon
Bats Giant Snowball Ice Golem 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.

Knight Ice Golem The Log
Inferno Dragon Bats Knight The Log
Fire Spirit Bats Giant Snowball Knight Inferno Dragon
Inferno Dragon Bats Knight
The Log
The Log Fire Spirit Bats Giant Snowball
Bats Giant Snowball Inferno Dragon Fire Spirit
Ice Golem The Log
Inferno Dragon
Knight Fire Spirit Giant Snowball Ice Golem
Bats Giant Snowball Knight Ice Golem The Log
Inferno Dragon Bats Giant Snowball
Fire Spirit Bats Giant Snowball Knight The Log
Fire Spirit Bats Giant Snowball The Log
Inferno Dragon Knight
Giant Snowball The Log Inferno Dragon
Bats Knight
Fire Spirit Bats Giant Snowball Knight The Log
Giant Snowball The Log Fire Spirit Bats Knight Ice Golem Inferno Dragon
Inferno Dragon
Fire Spirit Bats Giant Snowball Knight The Log

Counters to secondary win conditions

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

Knight Giant Snowball Ice Golem
Giant Snowball Knight Ice Golem The Log Inferno Dragon
Bats Knight Ice Golem The Log
Bats Knight Ice Golem The Log
Knight Inferno Dragon
Fire Spirit Bats Giant Snowball Ice Golem
Bats Knight Ice Golem
Knight Inferno Dragon
Bats Giant Snowball Knight Ice Golem The Log Inferno Dragon
Inferno Dragon
Inferno Dragon Bats Knight
Giant Snowball The Log
Knight Ice Golem
Bats Knight Ice Golem The Log Inferno Dragon
Bats Giant Snowball Ice Golem The Log Inferno Dragon

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.)

Knight Ice Golem The Log
Giant Snowball The Log
The Log
Knight Ice Golem The Log
Fire Spirit Giant Snowball The Log
Fire Spirit Bats Giant Snowball Ice Golem
Fire Spirit The Log
The Log Fire Spirit Giant Snowball Ice Golem
The Log Giant Snowball
Fire Spirit Bats Giant Snowball
Knight The Log
Fire Spirit Giant Snowball
Fire Spirit Giant Snowball Knight Ice Golem The Log
Giant Snowball Ice Golem The Log
Giant Snowball The Log
The Log
Giant Snowball
Bats
Fire Spirit Giant Snowball The Log
Fire Spirit Giant Snowball The Log
The Log
Giant Snowball
The Log
Giant Snowball The Log
Giant Snowball Ice Golem The Log Fire Spirit
Inferno Dragon
The Log Giant Snowball
Giant Snowball The Log
The Log
Fire Spirit Bats Giant Snowball Ice Golem
Bats Giant Snowball
Giant Snowball
Giant Snowball The Log
Giant Snowball
Giant Snowball The Log
Fire Spirit Bats
Fire Spirit Giant Snowball
The Log
Knight
The Log Giant Snowball Ice Golem
Giant Snowball
Bats Giant Snowball The Log
Bats Giant Snowball
Giant Snowball The Log

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