My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Minions Baby Dragon Executioner Goblin Giant

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.

Royal Giant Baby Dragon Executioner Goblin Giant

Offensive cards

Win conditions

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

Royal Giant Goblin Giant

Damage spells

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

Arrows The Log

Punishments

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

Royal Giant Goblin 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.

Barbarians Royal Giant Baby Dragon Goblin 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
Minions Royal Giant
Giant Snowball
Minions Barbarians Baby Dragon
Zap
Minions Royal Giant Goblin Giant
Barbarian Barrel
Barbarians Executioner
The Log
Barbarians Royal Giant
Earthquake
Barbarians
Arrows
Minions
Royal Delivery
Minions Barbarians Baby Dragon Executioner
Fireball
Minions Barbarians Baby Dragon Executioner
Poison
Minions Barbarians Executioner
Lightning
Baby Dragon Executioner
Rocket
Barbarians Executioner

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon Executioner 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.

Arrows Baby Dragon Executioner

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.

Minions Barbarians

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 Arrows Minions Baby Dragon Barbarians Executioner Royal Giant Goblin Giant

Shortest cycle

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

12 The Log Arrows Minions Baby Dragon

Attack Synergies 2 9

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.

Arrows
Royal Giant Goblin Giant
Minions
Royal Giant Baby Dragon Goblin Giant
Barbarians
Royal Giant
Arrows Minions Baby Dragon Executioner The Log
Baby Dragon
Minions Royal Giant Goblin Giant
Executioner
Royal Giant The Log
Goblin Giant
Arrows Minions Baby Dragon The Log
The Log
Royal Giant Executioner Goblin Giant

Defense Synergies 0 7

Arrows
Barbarians
Minions
Baby Dragon Goblin Giant The Log
Barbarians
Arrows
Royal Giant
Baby Dragon
Minions The Log
Executioner
The Log
Goblin Giant
Minions The Log
The Log
Minions Baby Dragon Executioner Goblin Giant

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.

Minions Baby Dragon Executioner Goblin Giant The Log
Barbarians Minions Executioner The Log
Barbarians Minions Executioner
Barbarians Minions
Arrows Barbarians The Log
Arrows The Log Minions Baby Dragon Executioner
Minions Arrows Baby Dragon Executioner
Arrows Barbarians Baby Dragon Goblin Giant The Log
Barbarians Minions
Barbarians
Minions Barbarians Executioner Arrows Baby Dragon Goblin Giant The Log
Arrows Minions Executioner Baby Dragon
Barbarians Minions The Log
Executioner Arrows Minions Barbarians Baby Dragon The Log
Barbarians
Barbarians The Log
Barbarians Arrows Minions Executioner
Arrows Minions Barbarians Baby Dragon Executioner The Log
Arrows Baby Dragon Executioner The Log Minions Barbarians
Barbarians
Arrows Minions Barbarians Baby Dragon Executioner Goblin Giant The Log

Counters to secondary win conditions

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

Barbarians
Arrows Baby Dragon Executioner The Log
Barbarians Minions Goblin Giant The Log
Barbarians Goblin Giant The Log
Barbarians Executioner Goblin Giant
Arrows Executioner Minions Baby Dragon Goblin Giant
Minions Barbarians Goblin Giant
Barbarians Goblin Giant
Minions Barbarians Baby Dragon The Log
Barbarians Goblin Giant
Minions Barbarians
Arrows Barbarians Goblin Giant The Log
Barbarians Executioner Goblin Giant
Barbarians Baby Dragon Executioner
Barbarians Minions Baby Dragon Executioner Goblin Giant The Log
Arrows Minions Executioner Barbarians Baby Dragon 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.)

Arrows Baby Dragon The Log
Arrows Baby Dragon Executioner The Log
Arrows Baby Dragon Goblin Giant The Log
Arrows Barbarians The Log
Executioner Arrows Baby Dragon The Log
Arrows Executioner Minions Baby Dragon Goblin Giant
Arrows Baby Dragon Executioner The Log
Arrows The Log Baby Dragon Executioner
Arrows The Log
Minions
Arrows The Log
Arrows Baby Dragon Executioner
Baby Dragon Executioner The Log
Arrows Minions Baby Dragon
Arrows Baby Dragon The Log
Arrows Baby Dragon Executioner The Log
Arrows Baby Dragon Executioner The Log
Arrows
Minions
Arrows Baby Dragon Executioner The Log
Arrows Baby Dragon The Log
Minions Baby Dragon The Log
Arrows
The Log
Arrows Barbarians Baby Dragon The Log
Arrows The Log Baby Dragon Executioner
Arrows The Log Baby Dragon Executioner
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Baby Dragon Executioner
Minions
Arrows The Log
Arrows
Arrows The Log
Minions Barbarians
Arrows Baby Dragon Executioner
Arrows The Log
Baby Dragon Executioner
Arrows The Log Baby Dragon Executioner
Arrows
Executioner
Minions Baby Dragon The Log
Executioner
Baby Dragon Executioner Goblin Giant The Log

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