My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Archers Wizard

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.

Bomber Archers Royal Giant Wizard

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.

Zap Rocket 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.

Rocket

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

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
Bomber Archers Royal Giant
Giant Snowball
Bomber Archers Barbarians
Zap
Bomber Archers Royal Giant
Barbarian Barrel
Bomber Archers Barbarians Wizard
The Log
Bomber Archers Barbarians Royal Giant
Earthquake
Bomber Archers Barbarians
Arrows
Bomber Archers
Royal Delivery
Bomber Archers Barbarians Wizard
Fireball
Bomber Archers Barbarians Wizard
Poison
Bomber Archers Barbarians Wizard
Lightning
Wizard
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Wizard Rocket 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

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.

Barbarians Wizard

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap The Log Archers Barbarians Wizard Royal Giant Rocket

Shortest cycle

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

9 Bomber Zap The Log Archers

Attack Synergies 1 8

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.

Bomber
Royal Giant Zap
Zap
Bomber Archers Royal Giant The Log
Archers
Zap Royal Giant
Barbarians
Royal Giant
Bomber Zap Archers Wizard Rocket The Log
Wizard
Royal Giant
Rocket
Royal Giant
The Log
Zap Royal Giant

Defense Synergies 0 8

Bomber
Zap The Log
Zap
Bomber Archers Barbarians The Log
Archers
Zap The Log
Barbarians
Zap
Royal Giant
Wizard
The Log
Rocket
The Log
The Log
Bomber Zap Archers Wizard Rocket

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 Bomber Zap Wizard The Log
Barbarians Bomber Zap The Log
Barbarians Rocket Bomber Archers
Barbarians Bomber
Bomber Barbarians Rocket The Log
The Log Bomber Zap Archers
Rocket Zap Archers Wizard
Rocket Zap Barbarians The Log
Barbarians
Bomber Archers Barbarians
Archers Barbarians Bomber Zap Wizard The Log
Zap Archers Wizard
Barbarians Bomber Zap Wizard Rocket The Log
Bomber Wizard Rocket Zap Barbarians The Log
Barbarians
Barbarians Rocket Zap The Log
Barbarians Wizard Bomber
Bomber Zap Archers Barbarians Wizard The Log
Zap Wizard The Log Bomber Archers Barbarians
Barbarians
Bomber Wizard Archers Barbarians The Log

Counters to secondary win conditions

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

Barbarians Zap Archers
Bomber Zap Archers Wizard Rocket The Log
Barbarians Zap Rocket The Log
Rocket Zap Barbarians The Log
Barbarians
Wizard Rocket Zap Archers
Rocket Archers Barbarians
Barbarians
Zap Rocket Barbarians The Log
Barbarians
Barbarians
Rocket Zap Barbarians The Log
Barbarians Rocket Wizard
Wizard Bomber Archers Barbarians
Barbarians Bomber Zap Archers Rocket The Log
Bomber Zap Archers Barbarians Wizard 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.)

Rocket The Log
Zap The Log
Rocket The Log
Barbarians Rocket The Log
Bomber Wizard Rocket Zap The Log
Wizard Zap Rocket
Bomber Archers Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Rocket
Rocket Zap Wizard The Log
Zap Archers Wizard Rocket
Rocket The Log
Rocket
Zap The Log
Rocket Bomber Zap Wizard The Log
Wizard Rocket The Log
Rocket
Bomber Rocket
Rocket Bomber Zap Archers Wizard The Log
Rocket Bomber Zap Wizard The Log
Rocket The Log
Rocket Wizard
Rocket The Log
Rocket Zap Barbarians The Log
Zap The Log Bomber Wizard
The Log Zap Wizard
Zap Wizard The Log
Rocket Zap The Log
Zap Archers Wizard
Zap Rocket Wizard
Bomber Zap Wizard Rocket The Log
Zap Rocket
Rocket Wizard The Log
Zap Archers Barbarians Rocket
Rocket Zap Archers Wizard
The Log
Wizard Rocket
The Log Bomber Zap Wizard
Rocket Zap
Zap Rocket The Log
Zap Rocket
Zap Rocket The Log

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