My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Archers Wizard Witch

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.

Archers Knight Wizard Witch Golem

Offensive cards

Win conditions

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

Hog Rider Golem

Damage spells

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

Freeze The Log

Punishments

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

Hog Rider

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.

Knight Hog Rider 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.

Hog Rider Golem

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 Hog Rider
Giant Snowball
Archers Hog Rider Witch
Zap
Archers Witch
Barbarian Barrel
Archers Knight Wizard Witch
The Log
Archers Hog Rider Witch
Earthquake
Archers Hog Rider Witch
Arrows
Archers Witch
Royal Delivery
Archers Knight Hog Rider Wizard Witch
Fireball
Archers Hog Rider Wizard Witch
Poison
Archers Wizard Witch
Lightning
Knight Wizard Witch
Rocket
Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze 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.

Knight Freeze Golem

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.

Wizard Witch

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.

The Log Archers Knight Hog Rider Freeze Wizard Witch Golem

Shortest cycle

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

12 The Log Archers Knight Hog Rider

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.

Archers
Knight Hog Rider Golem
Knight
Archers Hog Rider Wizard Witch The Log
Hog Rider
Knight Freeze The Log Archers Wizard Witch
Wizard
Knight Hog Rider Golem
Freeze
Hog Rider
Witch
Knight Hog Rider Golem
Golem
Archers Wizard Witch The Log
The Log
Hog Rider Knight Golem

Defense Synergies 1 8

Archers
Knight Witch The Log
Knight
Archers Wizard Witch The Log
Hog Rider
Wizard
Knight Freeze The Log
Freeze
Wizard
Witch
Archers Knight The Log
Golem
The Log
Archers Knight Wizard Witch

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 Wizard The Log
Knight Witch The Log
Witch Archers Knight Freeze
Witch Knight
The Log
Freeze The Log Archers
Archers Wizard Freeze Witch
The Log
Witch
Knight Archers
Archers Witch Knight Wizard Freeze The Log
Archers Wizard Witch
Knight Wizard Freeze Witch The Log
Wizard Freeze Witch The Log
Knight
Freeze The Log
Wizard Knight Witch
Archers Knight Wizard Witch The Log
Wizard Freeze Witch The Log Archers Knight
Wizard Archers Knight Witch The Log

Counters to secondary win conditions

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

Knight Archers Witch
Archers Knight Wizard The Log
Knight Witch The Log
Knight The Log
Knight Witch
Wizard Archers Freeze Witch
Archers Knight Witch
Knight
Freeze Knight Witch The Log
Witch
Knight Witch
The Log
Knight Wizard Witch
Wizard Archers Witch
Witch Archers Knight Freeze The Log
Archers Wizard Freeze Witch 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.)

Knight Freeze The Log
The Log
The Log
Knight Freeze The Log
Wizard The Log
Wizard Freeze Witch
Archers Wizard Witch The Log
The Log Wizard Freeze
The Log Wizard
Knight Wizard The Log
Archers Wizard
Knight The Log
Freeze
The Log
Wizard Witch The Log
Wizard The Log
Freeze
Archers Wizard The Log
Wizard Witch The Log
The Log
Wizard
The Log
The Log
Freeze The Log Wizard Witch
Witch
The Log Wizard Witch
Wizard Witch The Log
The Log
Archers Wizard Witch
Wizard Freeze Witch
Wizard The Log
Freeze
Wizard The Log
Archers Freeze Witch
Archers Wizard Witch
Freeze
The Log
Knight Wizard
The Log Wizard
Freeze Witch The Log
Witch
Freeze Witch The Log

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