My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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.

Fire Spirit Bats Goblin Gang Inferno Tower Magic Archer

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.

Bats Magic Archer

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows The Log

Punishments

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

Goblin Gang Hog Rider

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.

Fire Spirit Goblin Gang Hog Rider Magic Archer

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.

Hog Rider Magic Archer

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 Goblin Gang Hog Rider
Giant Snowball
Fire Spirit Bats Goblin Gang Hog Rider
Zap
Fire Spirit Bats Goblin Gang Inferno Tower
Barbarian Barrel
Fire Spirit Goblin Gang Inferno Tower Magic Archer
The Log
Fire Spirit Goblin Gang Hog Rider
Earthquake
Goblin Gang Hog Rider Inferno Tower
Arrows
Fire Spirit Bats Goblin Gang
Royal Delivery
Fire Spirit Bats Goblin Gang Hog Rider Magic Archer
Fireball
Goblin Gang Hog Rider Inferno Tower Magic Archer
Poison
Bats Goblin Gang Inferno Tower Magic Archer
Lightning
Inferno Tower Magic Archer
Rocket
Hog Rider Inferno Tower Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows The Log Magic Archer

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 Bats Arrows Inferno Tower

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 Goblin Gang

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats The Log Arrows Goblin Gang Hog Rider Magic Archer Inferno Tower

Shortest cycle

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

8 Fire Spirit Bats The Log Arrows

Attack Synergies 5 2

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
Hog Rider
Bats
Hog Rider
Arrows
Hog Rider
Goblin Gang
Hog Rider
Hog Rider
Fire Spirit Bats Arrows Goblin Gang The Log Magic Archer
Inferno Tower
The Log
Hog Rider Magic Archer
Magic Archer
Hog Rider The Log

Defense Synergies 2 8

Fire Spirit
Inferno Tower The Log
Bats
Inferno Tower The Log
Arrows
Inferno Tower
Goblin Gang
Inferno Tower The Log Magic Archer
Hog Rider
Inferno Tower
Goblin Gang The Log Fire Spirit Bats Arrows
The Log
Inferno Tower Fire Spirit Bats Goblin Gang Magic Archer
Magic Archer
Goblin Gang 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.

Inferno Tower The Log Magic Archer
Inferno Tower Bats Goblin Gang The Log
Goblin Gang Inferno Tower Fire Spirit Bats
Inferno Tower Bats Goblin Gang
Arrows The Log
Arrows Goblin Gang The Log Fire Spirit Bats Magic Archer
Bats Inferno Tower Fire Spirit Arrows Goblin Gang Magic Archer
Arrows Inferno Tower The Log Magic Archer
Inferno Tower Goblin Gang
Goblin Gang Fire Spirit Inferno Tower
Bats Goblin Gang Arrows The Log Magic Archer
Arrows Inferno Tower Bats Goblin Gang Magic Archer
Inferno Tower Fire Spirit Bats Goblin Gang The Log
Fire Spirit Bats Arrows Goblin Gang The Log Magic Archer
Inferno Tower Goblin Gang
Inferno Tower Goblin Gang The Log
Bats Arrows Goblin Gang Inferno Tower
Fire Spirit Arrows Bats Goblin Gang The Log Magic Archer
Arrows The Log Fire Spirit Bats Magic Archer
Inferno Tower
Goblin Gang Fire Spirit Bats Arrows The Log

Counters to secondary win conditions

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

Goblin Gang Inferno Tower
Arrows Goblin Gang The Log Magic Archer
Goblin Gang Bats Inferno Tower The Log
Goblin Gang Bats Inferno Tower The Log
Inferno Tower Goblin Gang
Fire Spirit Arrows Bats Goblin Gang Magic Archer
Goblin Gang Bats Inferno Tower
Inferno Tower
Bats Inferno Tower The Log Magic Archer
Inferno Tower Goblin Gang
Bats Inferno Tower
Arrows The Log
Goblin Gang Inferno Tower
Magic Archer
Goblin Gang Inferno Tower Bats The Log Magic Archer
Bats Arrows Inferno Tower The Log Magic Archer

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.)

Magic Archer Arrows The Log
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Arrows The Log
Fire Spirit Arrows The Log Magic Archer
Arrows Fire Spirit Bats Magic Archer
Fire Spirit Arrows The Log Magic Archer
Arrows The Log Fire Spirit Magic Archer
Arrows The Log
Fire Spirit Bats Goblin Gang
Arrows The Log Magic Archer
Fire Spirit Arrows Magic Archer
Fire Spirit The Log Magic Archer
Arrows Magic Archer
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Magic Archer Arrows The Log
Arrows
Bats
Fire Spirit Arrows The Log Magic Archer
Fire Spirit Arrows The Log Magic Archer
The Log Magic Archer
Arrows
The Log
Arrows The Log
Arrows The Log Fire Spirit Magic Archer
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Fire Spirit Bats Arrows Magic Archer
Bats
Arrows The Log Magic Archer
Arrows Magic Archer
Arrows The Log Magic Archer
Fire Spirit Bats Goblin Gang Magic Archer
Fire Spirit Arrows Magic Archer
Arrows The Log
Goblin Gang Magic Archer
Arrows The Log Magic Archer
Arrows
Bats Goblin Gang The Log Magic Archer
Bats Magic Archer
The Log Magic Archer

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