My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Archers Inferno Tower Wizard Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Archers Wizard Electro Wizard Mega Knight

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.

The Log

Punishments

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

Goblin Barrel Mega Knight

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.

Fire Spirit 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.

Goblin Barrel Electro Wizard

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
Archers Goblin Barrel
Giant Snowball
Fire Spirit Archers Goblin Barrel
Zap
Fire Spirit Archers Inferno Tower Goblin Barrel
Barbarian Barrel
Fire Spirit Archers Inferno Tower Wizard Goblin Barrel Electro Wizard
The Log
Fire Spirit Archers Goblin Barrel
Earthquake
Archers Inferno Tower Goblin Barrel
Arrows
Fire Spirit Archers Goblin Barrel
Royal Delivery
Fire Spirit Archers Wizard Goblin Barrel Electro Wizard
Fireball
Archers Inferno Tower Wizard Goblin Barrel Electro Wizard
Poison
Archers Inferno Tower Wizard Electro Wizard
Lightning
Inferno Tower Wizard Electro Wizard
Rocket
Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard The Log Mega Knight

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.

Fire Spirit Inferno Tower 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.

Goblin Barrel

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.

Fire Spirit Wizard Goblin Barrel Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit The Log Archers Goblin Barrel Electro Wizard Inferno Tower Wizard Mega Knight

Shortest cycle

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

9 Fire Spirit The Log Archers Goblin Barrel

Attack Synergies 0 6

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.

Fire Spirit
Goblin Barrel
Archers
Mega Knight
Inferno Tower
Wizard
Mega Knight
Goblin Barrel
Fire Spirit Mega Knight
The Log
Mega Knight
Electro Wizard
Mega Knight
Mega Knight
Archers Wizard Goblin Barrel The Log Electro Wizard

Defense Synergies 2 14

Fire Spirit
Inferno Tower The Log Electro Wizard
Archers
Inferno Tower The Log Electro Wizard Mega Knight
Inferno Tower
The Log Electro Wizard Fire Spirit Archers Mega Knight
Wizard
The Log Electro Wizard Mega Knight
Goblin Barrel
The Log
Inferno Tower Fire Spirit Archers Wizard Electro Wizard Mega Knight
Electro Wizard
Inferno Tower Fire Spirit Archers Wizard The Log Mega Knight
Mega Knight
Archers Inferno Tower Wizard The Log Electro Wizard

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.

Inferno Tower Wizard The Log Electro Wizard
Inferno Tower The Log Electro Wizard Mega Knight
Inferno Tower Mega Knight Fire Spirit Archers Electro Wizard
Inferno Tower Electro Wizard Mega Knight
The Log Mega Knight
The Log Fire Spirit Archers Electro Wizard Mega Knight
Inferno Tower Electro Wizard Fire Spirit Archers Wizard
Inferno Tower The Log Electro Wizard Mega Knight
Inferno Tower
Fire Spirit Archers Inferno Tower Electro Wizard Mega Knight
Archers Electro Wizard Wizard The Log Mega Knight
Inferno Tower Archers Wizard Electro Wizard
Inferno Tower Mega Knight Fire Spirit Wizard The Log Electro Wizard
Fire Spirit Wizard Mega Knight The Log Electro Wizard
Inferno Tower Electro Wizard Mega Knight
Inferno Tower The Log Electro Wizard Mega Knight
Wizard Mega Knight Inferno Tower Electro Wizard
Fire Spirit Mega Knight Archers Wizard The Log Electro Wizard
Wizard The Log Fire Spirit Archers Electro Wizard Mega Knight
Inferno Tower Electro Wizard
Wizard Mega Knight Fire Spirit Archers The Log Electro Wizard

Counters to secondary win conditions

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

Mega Knight Archers Inferno Tower Electro Wizard
Electro Wizard Archers Wizard The Log Mega Knight
Mega Knight Inferno Tower The Log Electro Wizard
Mega Knight Inferno Tower The Log Electro Wizard
Inferno Tower Mega Knight
Fire Spirit Wizard Archers Electro Wizard
Archers Inferno Tower Electro Wizard
Inferno Tower Mega Knight
Electro Wizard Mega Knight Inferno Tower The Log
Inferno Tower
Mega Knight Inferno Tower
Mega Knight The Log Electro Wizard
Mega Knight Inferno Tower Wizard
Wizard Archers Mega Knight
Inferno Tower Electro Wizard Archers The Log
Mega Knight Archers Inferno Tower Wizard The Log Electro Wizard

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
The Log Electro Wizard
The Log
The Log
Wizard Fire Spirit The Log Mega Knight
Wizard Fire Spirit
Fire Spirit Archers Wizard The Log
The Log Fire Spirit Wizard
The Log Wizard
Fire Spirit Electro Wizard
Wizard The Log Electro Wizard
Fire Spirit Archers Wizard
Fire Spirit The Log
The Log
Wizard The Log
Wizard The Log Mega Knight
Fire Spirit Archers Wizard The Log Electro Wizard Mega Knight
Fire Spirit Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Fire Spirit Wizard Mega Knight
The Log Wizard Electro Wizard
Wizard The Log Mega Knight
The Log
Fire Spirit Archers Wizard Electro Wizard
Electro Wizard Wizard
Wizard The Log Mega Knight
Electro Wizard
Mega Knight
Wizard The Log
Electro Wizard Fire Spirit Archers
Fire Spirit Archers Wizard Electro Wizard
The Log
Wizard Electro Wizard Mega Knight
The Log Wizard
Mega Knight
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard Mega Knight

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