My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard

Defensive buildings

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

Bomb Tower

Investments

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

Battle Ram Dark Prince Prince Electro Wizard

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel

Damage spells

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

Fireball The Log

Punishments

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

Battle Ram Goblin Barrel Dark Prince Prince

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Battle Ram Dark Prince Prince

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 Dark Prince 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
Battle Ram Goblin Barrel Dark Prince Prince
Giant Snowball
Battle Ram Goblin Barrel
Zap
Battle Ram Goblin Barrel Dark Prince Prince
Barbarian Barrel
Battle Ram Bomb Tower Goblin Barrel Dark Prince Electro Wizard
The Log
Battle Ram Goblin Barrel Dark Prince Prince
Earthquake
Bomb Tower Goblin Barrel
Arrows
Goblin Barrel
Royal Delivery
Battle Ram Goblin Barrel Dark Prince Prince Electro Wizard
Fireball
Battle Ram Bomb Tower Goblin Barrel Electro Wizard
Poison
Bomb Tower Electro Wizard
Lightning
Battle Ram Bomb Tower Dark Prince Prince Electro Wizard
Rocket
Bomb Tower Prince

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Bomb Tower Dark Prince 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.

Battle Ram Dark Prince Prince

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 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.

Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Goblin Barrel Fireball Battle Ram Bomb Tower Dark Prince Electro Wizard Prince

Shortest cycle

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

13 The Log Goblin Barrel Fireball Battle Ram

Attack Synergies 4 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.

Fireball
Battle Ram Dark Prince The Log Electro Wizard
Battle Ram
The Log Fireball Goblin Barrel Electro Wizard
Bomb Tower
Goblin Barrel
Dark Prince Prince Battle Ram
Dark Prince
Goblin Barrel Prince Fireball Electro Wizard
Prince
Goblin Barrel Dark Prince The Log Electro Wizard
The Log
Battle Ram Fireball Prince
Electro Wizard
Fireball Battle Ram Dark Prince Prince

Defense Synergies 3 9

Fireball
The Log Bomb Tower Dark Prince Electro Wizard
Battle Ram
Bomb Tower
The Log Fireball Electro Wizard
Goblin Barrel
Dark Prince
Fireball Prince The Log Electro Wizard
Prince
The Log Dark Prince Electro Wizard
The Log
Fireball Bomb Tower Prince Dark Prince Electro Wizard
Electro Wizard
Fireball Bomb Tower Dark Prince Prince 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 The Log Electro Wizard
Bomb Tower Dark Prince Prince The Log Electro Wizard
Bomb Tower Prince Dark Prince Electro Wizard
Bomb Tower Prince Dark Prince Electro Wizard
Fireball Bomb Tower Dark Prince Prince The Log
Fireball The Log Bomb Tower Dark Prince Electro Wizard
Electro Wizard Fireball Bomb Tower
Fireball Bomb Tower The Log Electro Wizard
Bomb Tower Prince
Dark Prince Prince Electro Wizard
Electro Wizard Fireball Bomb Tower Dark Prince The Log
Fireball Electro Wizard
Bomb Tower Prince Fireball Dark Prince The Log Electro Wizard
Fireball Bomb Tower Dark Prince Prince The Log Electro Wizard
Bomb Tower Prince Electro Wizard
Bomb Tower Fireball Prince The Log Electro Wizard
Bomb Tower Fireball Dark Prince Prince Electro Wizard
Fireball Bomb Tower Dark Prince Prince The Log Electro Wizard
Bomb Tower The Log Fireball Dark Prince Electro Wizard
Bomb Tower Prince Electro Wizard
Dark Prince Fireball Bomb Tower Prince The Log Electro Wizard

Counters to secondary win conditions

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

Fireball Dark Prince Prince Electro Wizard
Fireball Electro Wizard Bomb Tower Prince The Log
Bomb Tower Dark Prince Prince The Log Electro Wizard
Dark Prince Prince Fireball The Log Electro Wizard
Dark Prince Prince
Fireball Bomb Tower Electro Wizard
Dark Prince Prince Fireball Bomb Tower Electro Wizard
Bomb Tower Dark Prince Prince
Electro Wizard Fireball Bomb Tower Dark Prince Prince The Log
Bomb Tower Dark Prince Prince
Fireball Dark Prince Prince The Log Electro Wizard
Dark Prince Prince Fireball Bomb Tower
Fireball Bomb Tower
Electro Wizard Fireball Bomb Tower Dark Prince Prince The Log
Fireball Bomb Tower Dark Prince The Log Electro Wizard
Fireball Bomb Tower

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 The Log
Fireball The Log Electro Wizard
Fireball The Log
Fireball Dark Prince Prince The Log
Fireball Dark Prince The Log
Fireball
The Log
Fireball The Log
Fireball The Log
Fireball Prince Electro Wizard
Fireball Dark Prince Prince The Log Electro Wizard
Fireball
Fireball The Log
Fireball
Fireball Prince The Log
Fireball The Log
Fireball The Log
Fireball
Fireball Dark Prince Prince The Log Electro Wizard
Fireball The Log
Fireball Prince The Log
Fireball
Prince The Log
Fireball The Log
The Log Fireball Dark Prince
Fireball The Log Electro Wizard
Fireball Prince The Log
Fireball The Log
Fireball Electro Wizard
Electro Wizard Fireball
Fireball
Fireball The Log
Fireball Electro Wizard
Prince
Fireball The Log
Electro Wizard Fireball Dark Prince Prince
Fireball Electro Wizard
The Log Fireball
Fireball Dark Prince Prince Electro Wizard
The Log Fireball
Fireball
Dark Prince Prince
Fireball The Log Electro Wizard
Fireball Electro Wizard
Fireball Dark Prince Prince The Log Electro Wizard

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