My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Good
F2P score
Bad

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.

Bats Firecracker Little Prince

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Firecracker Royal Giant Tombstone Giant Skeleton Fisherman Little Prince

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

The Log

Punishments

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

Royal 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.

Royal Giant Giant Skeleton

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 Giant Skeleton

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
Bats Royal Giant Giant Skeleton Fisherman
Giant Snowball
Bats Tombstone Fisherman Little Prince
Zap
Bats Firecracker Royal Giant Tombstone Fisherman Little Prince
Barbarian Barrel
Firecracker Tombstone Giant Skeleton Little Prince
The Log
Firecracker Royal Giant Tombstone Giant Skeleton Fisherman Little Prince
Earthquake
Firecracker Tombstone
Arrows
Bats Firecracker Tombstone Little Prince
Royal Delivery
Bats Firecracker Giant Skeleton Fisherman Little Prince
Fireball
Firecracker Tombstone Fisherman Little Prince
Poison
Bats Firecracker Tombstone Fisherman Little Prince
Lightning
Tombstone Fisherman Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Bats Tombstone Giant Skeleton

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats The Log Firecracker Tombstone Fisherman Little Prince Royal Giant Giant Skeleton

Shortest cycle

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

10 Bats The Log Firecracker Tombstone

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.

Bats
Royal Giant Giant Skeleton Firecracker Fisherman
Firecracker
Royal Giant Bats Giant Skeleton Fisherman
Royal Giant
Bats Firecracker Fisherman Giant Skeleton The Log
Tombstone
Giant Skeleton
Bats Firecracker Royal Giant The Log Fisherman
The Log
Royal Giant Giant Skeleton Fisherman Little Prince
Fisherman
Royal Giant Bats Firecracker Giant Skeleton The Log
Little Prince
The Log

Defense Synergies 1 11

Bats
Firecracker Giant Skeleton The Log Fisherman
Firecracker
The Log Bats Tombstone Giant Skeleton Fisherman
Royal Giant
Tombstone
Firecracker
Giant Skeleton
Bats Firecracker The Log Little Prince
The Log
Firecracker Bats Giant Skeleton Fisherman Little Prince
Fisherman
Bats Firecracker The Log
Little Prince
Giant Skeleton 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.

Firecracker Tombstone The Log
Bats Firecracker Tombstone The Log Fisherman
Fisherman Bats Tombstone Giant Skeleton
Bats Firecracker Tombstone Fisherman
Firecracker Tombstone Giant Skeleton The Log
The Log Bats Firecracker
Bats Firecracker Tombstone Little Prince
Giant Skeleton The Log
Tombstone Fisherman
Firecracker Giant Skeleton Fisherman Little Prince
Bats Firecracker Tombstone Giant Skeleton The Log Fisherman
Bats Firecracker
Tombstone Bats Giant Skeleton The Log
Bats Firecracker Tombstone The Log
Tombstone
The Log Fisherman
Bats Firecracker Tombstone Fisherman
Tombstone Bats Firecracker The Log Fisherman Little Prince
The Log Bats Firecracker Tombstone Giant Skeleton Fisherman Little Prince
Fisherman
Bats Firecracker Giant Skeleton The Log Fisherman Little Prince

Counters to secondary win conditions

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

Tombstone Giant Skeleton Fisherman
Firecracker The Log Fisherman
Tombstone Giant Skeleton Bats The Log Fisherman
Giant Skeleton Bats The Log Fisherman
Giant Skeleton Tombstone Fisherman
Firecracker Bats
Bats Tombstone Giant Skeleton
Giant Skeleton Fisherman
Giant Skeleton Bats Firecracker Tombstone The Log
Tombstone
Bats Tombstone Giant Skeleton
Giant Skeleton The Log
Giant Skeleton Tombstone
Firecracker
Tombstone Bats Firecracker Giant Skeleton The Log Fisherman Little Prince
Bats Firecracker Giant Skeleton 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.)

Firecracker Giant Skeleton The Log
Firecracker The Log Fisherman
Giant Skeleton The Log
Firecracker Giant Skeleton The Log
Firecracker The Log
Firecracker Bats
Firecracker The Log
The Log Firecracker
The Log Firecracker Fisherman
Bats Fisherman
Firecracker The Log Fisherman
Firecracker
Firecracker The Log Fisherman
Firecracker Fisherman
Firecracker The Log Fisherman
Firecracker The Log
Firecracker The Log
Bats Fisherman
Firecracker The Log Fisherman
Firecracker The Log Little Prince
Giant Skeleton The Log
The Log Fisherman
The Log
Firecracker The Log Little Prince
Fisherman
Firecracker The Log Fisherman
The Log Fisherman
Firecracker The Log Fisherman
Bats Firecracker Little Prince
Bats Firecracker
The Log
Firecracker
Giant Skeleton
Firecracker The Log
Bats Tombstone
Firecracker
The Log
Firecracker
The Log Firecracker
Giant Skeleton
Firecracker
Bats Firecracker Giant Skeleton The Log
Firecracker Bats
Firecracker Giant Skeleton The Log Little Prince

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