My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard Night Witch

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 Night Witch

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.

Fireball Tornado The Log

Punishments

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

Hog Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Hog Rider 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.

Hog Rider 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
Hog Rider Skeleton Army Giant Skeleton Night Witch
Giant Snowball
Hog Rider Skeleton Army Night Witch
Zap
Skeleton Army Night Witch
Barbarian Barrel
Wizard Skeleton Army Giant Skeleton Night Witch
The Log
Hog Rider Skeleton Army Giant Skeleton
Earthquake
Hog Rider Skeleton Army
Arrows
Skeleton Army Night Witch
Royal Delivery
Hog Rider Wizard Skeleton Army Giant Skeleton Night Witch
Fireball
Hog Rider Wizard Skeleton Army Night Witch
Poison
Wizard Skeleton Army Night Witch
Lightning
Wizard Night Witch
Rocket
Hog Rider Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Tornado 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.

Skeleton Army Tornado Giant Skeleton Night Witch

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.

Fireball 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.

Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Skeleton Army Tornado Fireball Hog Rider Night Witch Wizard Giant Skeleton

Shortest cycle

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

12 The Log Skeleton Army Tornado Fireball

Attack Synergies 4 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.

Fireball
Hog Rider Tornado The Log
Hog Rider
Fireball The Log Wizard Tornado Giant Skeleton
Wizard
Tornado Hog Rider Giant Skeleton
Skeleton Army
Tornado
Fireball Wizard Hog Rider Giant Skeleton The Log Night Witch
Giant Skeleton
Hog Rider Wizard Tornado The Log Night Witch
The Log
Hog Rider Fireball Tornado Giant Skeleton
Night Witch
Tornado Giant Skeleton

Defense Synergies 3 9

Fireball
Tornado The Log
Hog Rider
Wizard
Tornado Skeleton Army Giant Skeleton The Log
Skeleton Army
Wizard Giant Skeleton The Log
Tornado
Fireball Wizard Giant Skeleton The Log
Giant Skeleton
Wizard Skeleton Army Tornado The Log
The Log
Fireball Wizard Skeleton Army Tornado Giant Skeleton Night Witch
Night Witch
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.

Fireball Wizard The Log
Skeleton Army The Log Night Witch
Skeleton Army Tornado Giant Skeleton Night Witch
Skeleton Army Night Witch
Fireball Skeleton Army Tornado Giant Skeleton The Log
Fireball Skeleton Army Tornado The Log Night Witch
Tornado Fireball Wizard Night Witch
Fireball Giant Skeleton The Log
Skeleton Army Tornado Night Witch
Skeleton Army Tornado Giant Skeleton Night Witch
Skeleton Army Fireball Wizard Tornado Giant Skeleton The Log Night Witch
Fireball Wizard Tornado Night Witch
Skeleton Army Night Witch Fireball Wizard Giant Skeleton The Log
Fireball Wizard Skeleton Army Tornado The Log Night Witch
Skeleton Army
Skeleton Army Tornado Fireball The Log
Wizard Fireball Skeleton Army Tornado Night Witch
Fireball Wizard Skeleton Army Tornado The Log Night Witch
Wizard Tornado The Log Fireball Giant Skeleton
Tornado
Wizard Skeleton Army Fireball Giant Skeleton The Log Night Witch

Counters to secondary win conditions

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

Skeleton Army Fireball Giant Skeleton
Fireball Wizard The Log
Skeleton Army Giant Skeleton The Log
Skeleton Army Giant Skeleton Fireball Tornado The Log Night Witch
Giant Skeleton Skeleton Army Night Witch
Fireball Wizard Tornado
Skeleton Army Fireball Giant Skeleton Night Witch
Giant Skeleton Skeleton Army
Giant Skeleton Fireball Skeleton Army Tornado The Log
Skeleton Army
Giant Skeleton
Skeleton Army Fireball Tornado Giant Skeleton The Log
Skeleton Army Giant Skeleton Fireball Wizard Night Witch
Wizard Fireball Skeleton Army
Skeleton Army Fireball Tornado Giant Skeleton The Log Night Witch
Fireball 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.)

Fireball Giant Skeleton The Log
Fireball Tornado The Log
Fireball Giant Skeleton The Log
Fireball Giant Skeleton The Log
Fireball Wizard The Log
Fireball Wizard Tornado
Wizard Tornado The Log
Fireball The Log Wizard Tornado
Fireball The Log Wizard Tornado
Fireball Tornado Night Witch
Fireball Wizard Tornado The Log
Fireball Wizard Tornado
Fireball The Log
Fireball
Fireball The Log
Fireball Wizard The Log
Fireball Wizard The Log
Fireball Tornado
Night Witch
Fireball Wizard The Log
Fireball Wizard Tornado The Log
Fireball Giant Skeleton The Log Night Witch
Fireball Wizard Tornado
Tornado The Log
Fireball The Log
Tornado The Log Fireball Wizard
Fireball The Log Wizard Tornado
Fireball Wizard Tornado The Log
Fireball Tornado The Log
Fireball Wizard Tornado Night Witch
Fireball Wizard
Fireball Night Witch
Fireball Wizard The Log Night Witch
Fireball
Giant Skeleton
Fireball Wizard The Log
Fireball Skeleton Army Night Witch
Fireball Wizard Tornado
The Log Fireball
Fireball Wizard
The Log Fireball Wizard
Fireball Tornado Giant Skeleton
Fireball Tornado Giant Skeleton The Log
Fireball Tornado
Fireball Tornado Giant Skeleton The Log

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