My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Mediocre
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 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.

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.

Wizard Giant Skeleton

Offensive cards

Win conditions

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

Goblin Barrel

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 Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Elite Barbarians 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.

Elite Barbarians Goblin Barrel 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
Elite Barbarians Goblin Barrel Skeleton Army Clone Giant Skeleton
Giant Snowball
Goblin Barrel Skeleton Army Clone
Zap
Goblin Barrel Skeleton Army Clone
Barbarian Barrel
Elite Barbarians Wizard Goblin Barrel Skeleton Army Clone Giant Skeleton
The Log
Elite Barbarians Goblin Barrel Skeleton Army Clone Giant Skeleton
Earthquake
Goblin Barrel Skeleton Army Clone
Arrows
Goblin Barrel Skeleton Army Clone
Royal Delivery
Elite Barbarians Wizard Goblin Barrel Skeleton Army Clone Giant Skeleton
Fireball
Elite Barbarians Wizard Goblin Barrel Skeleton Army Clone
Poison
Wizard Skeleton Army Clone
Lightning
Elite Barbarians Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Rage Skeleton Army Clone 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.

Elite Barbarians Goblin Barrel Skeleton Army

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.

Wizard Goblin Barrel

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.

Rage The Log Goblin Barrel Skeleton Army Clone Wizard Elite Barbarians Giant Skeleton

Shortest cycle

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

10 Rage The Log Goblin Barrel Skeleton Army

Attack Synergies 3 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.

Elite Barbarians
Rage Wizard The Log
Wizard
Elite Barbarians Rage Giant Skeleton
Rage
Elite Barbarians Wizard Giant Skeleton
Goblin Barrel
Skeleton Army Clone Giant Skeleton
Skeleton Army
Clone Goblin Barrel
Clone
Skeleton Army Giant Skeleton Goblin Barrel
Giant Skeleton
Clone Wizard Rage Goblin Barrel The Log
The Log
Elite Barbarians Giant Skeleton

Defense Synergies 0 8

Elite Barbarians
Wizard The Log
Wizard
Elite Barbarians Skeleton Army Giant Skeleton The Log
Rage
Goblin Barrel
Skeleton Army
Wizard Giant Skeleton The Log
Clone
Giant Skeleton
Wizard Skeleton Army The Log
The Log
Elite Barbarians Wizard Skeleton Army Giant Skeleton

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.

Wizard The Log
Elite Barbarians Skeleton Army The Log
Skeleton Army Elite Barbarians Giant Skeleton
Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Giant Skeleton The Log
Skeleton Army The Log
Wizard
Giant Skeleton The Log
Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Giant Skeleton
Skeleton Army Wizard Giant Skeleton The Log
Wizard
Skeleton Army Elite Barbarians Wizard Giant Skeleton The Log
Wizard Skeleton Army The Log
Elite Barbarians Skeleton Army
Skeleton Army Elite Barbarians The Log
Wizard Elite Barbarians Skeleton Army
Elite Barbarians Wizard Skeleton Army The Log
Wizard The Log Giant Skeleton
Elite Barbarians
Wizard Skeleton Army Elite Barbarians Giant Skeleton The Log

Counters to secondary win conditions

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

Skeleton Army Elite Barbarians Giant Skeleton
Elite Barbarians Wizard The Log
Skeleton Army Giant Skeleton Elite Barbarians The Log
Skeleton Army Giant Skeleton Elite Barbarians The Log
Giant Skeleton Elite Barbarians Skeleton Army
Wizard
Skeleton Army Elite Barbarians Giant Skeleton
Giant Skeleton Elite Barbarians Skeleton Army
Giant Skeleton Elite Barbarians Skeleton Army The Log
Skeleton Army
Elite Barbarians Giant Skeleton
Skeleton Army Elite Barbarians Giant Skeleton The Log
Elite Barbarians Skeleton Army Giant Skeleton Wizard
Wizard Skeleton Army
Elite Barbarians Skeleton Army Giant Skeleton The Log
Elite Barbarians Wizard 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.)

Giant Skeleton The Log
The Log
Giant Skeleton The Log
Giant Skeleton The Log
Wizard The Log
Wizard
Wizard The Log
The Log Wizard
The Log Wizard
Elite Barbarians
Wizard The Log
Wizard
Elite Barbarians The Log
Elite Barbarians The Log
Wizard The Log
Wizard The Log
Wizard The Log
Wizard The Log
Giant Skeleton The Log
Wizard
The Log
The Log
The Log Wizard
The Log Wizard
Wizard The Log
The Log
Elite Barbarians Wizard
Wizard
Elite Barbarians
Wizard The Log
Giant Skeleton
Wizard The Log
Skeleton Army
Wizard
The Log
Wizard
The Log Wizard
Giant Skeleton
Elite Barbarians
Elite Barbarians Giant Skeleton The Log
Giant Skeleton The Log

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