My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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 Minions 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 Giant Witch

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.

Zap Freeze 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.

Missing

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 Guards
Giant Snowball
Archers Minions Guards Witch
Zap
Archers Minions Guards Witch
Barbarian Barrel
Archers Guards Witch
The Log
Archers Guards Witch
Earthquake
Archers Guards Witch
Arrows
Archers Minions Guards Witch
Royal Delivery
Archers Minions Guards Witch
Fireball
Archers Minions Witch
Poison
Archers Minions Guards Witch
Lightning
Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Guards Freeze

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 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.

Zap The Log Archers Minions Guards Freeze Giant Witch

Shortest cycle

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

10 Zap The Log Archers Minions

Attack Synergies 2 11

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.

Zap
Giant Archers Minions Guards Freeze Witch The Log
Archers
Zap Giant
Minions
Giant Zap
Giant
Zap Minions Archers Guards Witch The Log
Guards
Zap Giant The Log
Freeze
Zap
Witch
Zap Giant
The Log
Zap Giant Guards

Defense Synergies 0 14

Zap
Archers Minions Guards Witch The Log
Archers
Zap Minions Guards Witch The Log
Minions
Zap Archers Freeze The Log
Giant
Guards
Zap Archers Witch The Log
Freeze
Minions
Witch
Zap Archers Guards The Log
The Log
Zap Archers Minions Guards 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.

Zap Minions The Log
Zap Minions Witch The Log
Witch Archers Minions Freeze
Witch Minions Guards
The Log
Freeze The Log Zap Archers Minions Guards
Minions Zap Archers Freeze Witch
Zap The Log
Witch Minions
Guards Archers
Archers Minions Guards Witch Zap Freeze The Log
Minions Zap Archers Witch
Zap Minions Guards Freeze Witch The Log
Zap Minions Guards Freeze Witch The Log
Zap Freeze The Log
Minions Witch
Zap Archers Minions Guards Witch The Log
Zap Freeze Witch The Log Archers Minions Guards
Archers Minions Guards Witch The Log

Counters to secondary win conditions

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

Guards Zap Archers Witch
Zap Archers The Log
Guards Zap Minions Witch The Log
Guards Zap The Log
Guards Witch
Zap Archers Minions Freeze Witch
Guards Archers Minions Witch
Zap Freeze Minions Witch The Log
Witch Guards
Minions Guards Witch
Zap Guards The Log
Guards Witch
Archers Witch
Guards Witch Zap Archers Minions Freeze The Log
Minions Zap Archers 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.)

Guards Freeze The Log
Zap The Log
The Log
Guards Freeze The Log
Zap The Log
Zap Minions Freeze Witch
Archers Witch The Log
The Log Zap Freeze
The Log Zap
Minions Guards
Zap The Log
Zap Archers
The Log
Minions Freeze
Zap The Log
Zap Witch The Log
The Log
Freeze
Minions
Zap Archers The Log
Zap Witch The Log
Minions The Log
The Log
Zap The Log
Zap Freeze The Log Witch
Witch
The Log Zap Witch
Zap Witch The Log
Zap The Log
Zap Archers Witch
Zap Minions Guards Freeze Witch
Zap The Log
Zap Freeze
The Log
Zap Archers Minions Guards Freeze Witch
Zap Archers Witch
Freeze
The Log
The Log Zap
Zap
Zap Minions Guards Freeze Witch The Log
Zap Witch
Zap Freeze Witch The Log

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