My Best Clash Royale Deck

Deck Check Rating

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

2 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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding 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 Tesla Inferno Dragon

Defensive buildings

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

Tesla

Investments

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

Bats Tesla Bandit Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Rage The Log

Punishments

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

Elite Barbarians Bandit Mega Knight

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.

Elite Barbarians Bandit Mega Knight

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.

Elite Barbarians Bandit

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 Elite Barbarians Bandit Inferno Dragon
Giant Snowball
Bats Inferno Dragon
Zap
Bats Bandit Inferno Dragon
Barbarian Barrel
Tesla Elite Barbarians Bandit
The Log
Elite Barbarians Bandit
Earthquake
Tesla
Arrows
Bats
Royal Delivery
Bats Elite Barbarians Bandit Inferno Dragon
Fireball
Tesla Elite Barbarians Bandit Inferno Dragon
Poison
Bats
Lightning
Tesla Elite Barbarians Bandit Inferno Dragon
Rocket
Elite Barbarians Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log Mega Knight

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 Rage Inferno Dragon Mega Knight

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.

Elite 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage The Log Bandit Tesla Inferno Dragon Elite Barbarians Mega Knight

Shortest cycle

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

9 Bats Rage The Log Bandit

Attack Synergies 3 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
Mega Knight Elite Barbarians Rage Bandit Inferno Dragon
Tesla
Elite Barbarians
Rage Bats The Log Bandit Mega Knight
Rage
Elite Barbarians Bats
The Log
Elite Barbarians Bandit Mega Knight
Bandit
Bats Elite Barbarians The Log Mega Knight
Inferno Dragon
Mega Knight Bats
Mega Knight
Bats Inferno Dragon Elite Barbarians The Log Bandit

Defense Synergies 1 13

Bats
Tesla The Log Bandit Inferno Dragon Mega Knight
Tesla
The Log Bats Inferno Dragon
Elite Barbarians
The Log Mega Knight
Rage
The Log
Tesla Bats Elite Barbarians Bandit Inferno Dragon Mega Knight
Bandit
Bats The Log Mega Knight
Inferno Dragon
Bats Tesla The Log Mega Knight
Mega Knight
Bats Elite Barbarians The Log Bandit Inferno Dragon

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.

Tesla The Log
Elite Barbarians Inferno Dragon Bats Tesla The Log Bandit Mega Knight
Tesla Mega Knight Bats Elite Barbarians Bandit Inferno Dragon
Tesla Elite Barbarians Inferno Dragon Bats Bandit Mega Knight
Elite Barbarians The Log Mega Knight
The Log Bats Tesla Bandit Mega Knight
Bats Tesla Inferno Dragon
Tesla The Log Bandit Mega Knight
Tesla Inferno Dragon Elite Barbarians
Elite Barbarians Tesla Bandit Mega Knight
Bats Tesla The Log Bandit Mega Knight
Tesla Inferno Dragon Bats
Tesla Mega Knight Bats Elite Barbarians The Log Bandit
Mega Knight Bats Tesla The Log
Elite Barbarians Inferno Dragon Tesla Bandit Mega Knight
Tesla Elite Barbarians The Log Bandit Inferno Dragon Mega Knight
Tesla Mega Knight Bats Elite Barbarians
Tesla Mega Knight Bats Elite Barbarians The Log Bandit
The Log Bats Tesla Bandit Inferno Dragon Mega Knight
Tesla Elite Barbarians Inferno Dragon
Mega Knight Bats Tesla Elite Barbarians The Log Bandit

Counters to secondary win conditions

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

Mega Knight Tesla Elite Barbarians Bandit
Bandit Tesla Elite Barbarians The Log Inferno Dragon Mega Knight
Bandit Mega Knight Bats Elite Barbarians The Log
Mega Knight Bats Tesla Elite Barbarians The Log Bandit
Tesla Elite Barbarians Bandit Inferno Dragon Mega Knight
Bats Tesla
Bats Tesla Elite Barbarians Bandit
Mega Knight Tesla Elite Barbarians Inferno Dragon
Mega Knight Bats Elite Barbarians The Log Bandit Inferno Dragon
Tesla Inferno Dragon
Inferno Dragon Mega Knight Bats Tesla Elite Barbarians
Mega Knight Elite Barbarians The Log
Elite Barbarians Mega Knight Tesla Bandit
Tesla Mega Knight
Tesla Elite Barbarians Bats The Log Inferno Dragon
Bats Mega Knight Tesla Elite Barbarians 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.)

The Log Bandit
The Log Bandit
The Log Bandit
The Log
The Log Mega Knight
Bats
The Log
The Log
The Log Bandit
Bats Elite Barbarians
The Log Bandit
Elite Barbarians The Log Bandit
Bandit
Elite Barbarians The Log
The Log Bandit
The Log Bandit Mega Knight
Bats
The Log Bandit Mega Knight
The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Mega Knight
Inferno Dragon
The Log Bandit
The Log Bandit Mega Knight
The Log Bandit
Elite Barbarians Bats
Bats
Elite Barbarians
The Log Bandit Mega Knight
Mega Knight
The Log
Bats Bandit
The Log
Mega Knight
The Log
Elite Barbarians Mega Knight
Bats Elite Barbarians The Log
Bats
The Log Bandit Mega Knight

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