My Best Clash Royale Deck

Deck Check Rating

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

1 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

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.

Balloon Inferno Dragon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Rocket Rage Freeze The Log

Punishments

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

Balloon

Pump responses

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

Rocket

Dropped at the bridge

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

Balloon

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.

Balloon

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
Guards Balloon Inferno Dragon
Giant Snowball
Guards Balloon Inferno Dragon
Zap
Guards Balloon Inferno Dragon
Barbarian Barrel
Guards
The Log
Guards
Earthquake
Guards
Arrows
Guards
Royal Delivery
Guards Balloon Inferno Dragon
Fireball
Balloon Inferno Dragon
Poison
Guards Balloon
Lightning
Balloon Inferno Dragon
Rocket
Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Rocket Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Rocket 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.

Rocket Rage Guards Freeze Inferno Dragon

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.

Zap Rage The Log Guards Freeze Inferno Dragon Balloon Rocket

Shortest cycle

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

9 Zap Rage The Log Guards

Attack Synergies 3 5

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
Balloon Guards Freeze The Log
Rocket
Rage
Balloon
Guards
Zap The Log
Freeze
Balloon Zap
Balloon
Zap Rage Freeze The Log
The Log
Zap Guards Balloon
Inferno Dragon

Defense Synergies 0 6

Zap
Guards The Log Inferno Dragon
Rocket
The Log
Rage
Guards
Zap The Log
Freeze
Balloon
The Log
Zap Rocket Guards Inferno Dragon
Inferno Dragon
Zap 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.

Rocket Zap The Log
Inferno Dragon Zap The Log
Rocket Freeze Inferno Dragon
Inferno Dragon Guards
Rocket The Log
Freeze The Log Zap Guards
Rocket Inferno Dragon Zap Freeze
Rocket Zap The Log
Inferno Dragon
Guards
Guards Zap Freeze The Log
Inferno Dragon Zap
Zap Rocket Guards Freeze The Log
Rocket Zap Guards Freeze The Log
Inferno Dragon
Rocket Zap Freeze The Log Inferno Dragon
Zap Guards The Log
Zap Freeze The Log Guards Inferno Dragon
Inferno Dragon
Guards The Log

Counters to secondary win conditions

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

Guards Zap
Zap Rocket The Log Inferno Dragon
Guards Zap Rocket The Log
Rocket Guards Zap The Log
Guards Inferno Dragon
Rocket Zap Freeze
Rocket Guards
Inferno Dragon
Zap Rocket Freeze The Log Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Guards
Rocket Zap Guards The Log
Rocket Guards
Guards Zap Rocket Freeze The Log Inferno Dragon
Zap Freeze 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.)

Rocket Guards Freeze The Log
Zap The Log
Rocket The Log
Rocket Guards Freeze The Log
Rocket Zap The Log
Zap Rocket Freeze
The Log
The Log Zap Freeze
The Log Zap
Rocket Guards
Rocket Zap The Log
Zap Rocket
Rocket The Log
Rocket Freeze
Zap The Log
Rocket Zap The Log
Rocket The Log
Rocket Freeze
Rocket
Rocket Zap The Log
Rocket Zap The Log
Rocket The Log
Rocket
Rocket The Log
Rocket Zap The Log
Zap Freeze The Log
Inferno Dragon
The Log Zap
Zap The Log
Rocket Zap The Log
Zap
Zap Rocket Guards Freeze
Zap Rocket The Log
Zap Rocket Freeze
Rocket The Log
Zap Rocket Guards Freeze
Rocket Zap
Freeze
The Log
Rocket
The Log Zap
Rocket Zap
Zap Rocket Guards Freeze The Log
Zap Rocket
Zap Rocket Freeze The Log

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