My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 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.

Firecracker Witch 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.

Firecracker Royal Giant Elixir Golem Witch Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Royal Giant Elixir Golem

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.

Royal Giant Elixir Golem 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.

Royal Giant Elixir Golem 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.

Firecracker 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
Royal Giant Elixir Golem
Giant Snowball
Witch
Zap
Firecracker Royal Giant Witch
Barbarian Barrel
Firecracker Elixir Golem Witch Electro Wizard
The Log
Firecracker Royal Giant Elixir Golem Witch
Earthquake
Firecracker Elixir Golem Witch
Arrows
Firecracker Witch
Royal Delivery
Firecracker Elixir Golem Witch Electro Wizard
Fireball
Firecracker Elixir Golem Witch Electro Wizard
Poison
Firecracker Elixir Golem Witch Electro Wizard
Lightning
Witch Electro Wizard
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Elixir Golem 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.

Royal Giant

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.

Witch 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 Firecracker Elixir Golem Electro Wizard Witch Royal Giant Mega Knight

Shortest cycle

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

10 Rage The Log Firecracker Elixir Golem

Attack Synergies 4 10

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.

Firecracker
Royal Giant Elixir Golem Mega Knight
Royal Giant
Firecracker Witch The Log Electro Wizard
Elixir Golem
Firecracker Rage Witch The Log
Rage
Elixir Golem Witch Electro Wizard
Witch
Rage Royal Giant Elixir Golem Mega Knight
The Log
Royal Giant Elixir Golem Mega Knight
Electro Wizard
Royal Giant Rage Mega Knight
Mega Knight
Firecracker Witch The Log Electro Wizard

Defense Synergies 1 8

Firecracker
The Log Electro Wizard Mega Knight
Royal Giant
Elixir Golem
Rage
Witch
The Log Electro Wizard Mega Knight
The Log
Firecracker Witch Electro Wizard Mega Knight
Electro Wizard
Firecracker Witch The Log Mega Knight
Mega Knight
Firecracker Witch The Log 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.

Firecracker The Log Electro Wizard
Firecracker Witch The Log Electro Wizard Mega Knight
Witch Mega Knight Electro Wizard
Witch Firecracker Electro Wizard Mega Knight
Firecracker The Log Mega Knight
The Log Firecracker Electro Wizard Mega Knight
Electro Wizard Firecracker Witch
The Log Electro Wizard Mega Knight
Witch
Firecracker Electro Wizard Mega Knight
Witch Electro Wizard Firecracker The Log Mega Knight
Firecracker Witch Electro Wizard
Mega Knight Witch The Log Electro Wizard
Mega Knight Firecracker Witch The Log Electro Wizard
Electro Wizard Mega Knight
The Log Electro Wizard Mega Knight
Mega Knight Firecracker Witch Electro Wizard
Mega Knight Firecracker Witch The Log Electro Wizard
Witch The Log Firecracker Electro Wizard Mega Knight
Electro Wizard
Mega Knight Firecracker Witch The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Witch Electro Wizard
Electro Wizard Firecracker The Log Mega Knight
Mega Knight Witch The Log Electro Wizard
Mega Knight The Log Electro Wizard
Witch Mega Knight
Firecracker Witch Electro Wizard
Witch Electro Wizard
Mega Knight
Electro Wizard Mega Knight Firecracker Witch The Log
Witch
Mega Knight Witch
Mega Knight The Log Electro Wizard
Mega Knight Witch
Firecracker Witch Mega Knight
Witch Electro Wizard Firecracker The Log
Mega Knight Firecracker Witch The Log 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.)

Firecracker The Log
Firecracker The Log Electro Wizard
The Log
Firecracker The Log
Firecracker The Log Mega Knight
Firecracker Witch
Firecracker Witch The Log
The Log Firecracker
The Log Firecracker
Electro Wizard
Firecracker The Log Electro Wizard
Firecracker
Firecracker The Log
Firecracker
Firecracker The Log
Firecracker Witch The Log
Firecracker The Log Mega Knight
Firecracker The Log Electro Wizard Mega Knight
Firecracker Witch The Log Mega Knight
The Log Mega Knight
The Log
The Log
Firecracker The Log Witch Mega Knight
Witch
Firecracker The Log Witch Electro Wizard
Witch The Log Mega Knight
Firecracker The Log
Firecracker Witch Electro Wizard
Electro Wizard Firecracker Witch
The Log Mega Knight
Firecracker Electro Wizard
Mega Knight
Firecracker The Log
Electro Wizard Witch
Firecracker Witch Electro Wizard
The Log
Firecracker Electro Wizard Mega Knight
The Log Firecracker
Firecracker Mega Knight
Firecracker Witch The Log Electro Wizard
Firecracker Witch Electro Wizard
Firecracker Witch The Log Electro Wizard Mega Knight

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