My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Tesla Ice Wizard

Defensive buildings

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

Tesla

Investments

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

Skeletons Knight Tesla Ice Wizard

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball Rocket Tornado The Log

Pump responses

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

Fireball Rocket

Dropped at the bridge

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

Knight

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
Skeletons
Giant Snowball
Skeletons
Zap
Skeletons
Barbarian Barrel
Skeletons Knight Tesla Ice Wizard
The Log
Skeletons
Earthquake
Skeletons Tesla
Arrows
Skeletons
Royal Delivery
Skeletons Knight Ice Wizard
Fireball
Tesla Ice Wizard
Poison
Ice Wizard
Lightning
Knight Tesla Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball Rocket Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Rocket Tornado The Log Ice Wizard

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.

Knight Rocket Tornado Ice Wizard

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

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 Ice 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Knight Tornado Ice Wizard Tesla Fireball Rocket

Shortest cycle

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

9 Skeletons The Log Knight Tornado

Attack Synergies 2 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.

Skeletons
Knight
Fireball The Log Ice Wizard
Tesla
Fireball
Tornado Knight The Log
Rocket
Tornado
Tornado
Fireball Rocket The Log Ice Wizard
The Log
Knight Fireball Tornado
Ice Wizard
Knight Tornado

Defense Synergies 8 13

Skeletons
Tesla Knight Tornado The Log Ice Wizard
Knight
Tesla Ice Wizard Skeletons Fireball Tornado The Log
Tesla
Skeletons Knight The Log Fireball Tornado
Fireball
Tornado The Log Knight Tesla Ice Wizard
Rocket
Tornado The Log
Tornado
Fireball Rocket Ice Wizard Skeletons Knight Tesla The Log
The Log
Tesla Fireball Skeletons Knight Rocket Tornado Ice Wizard
Ice Wizard
Knight Tornado Skeletons Fireball 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.

Rocket Knight Tesla Fireball The Log
Skeletons Knight Tesla The Log Ice Wizard
Tesla Rocket Tornado Skeletons Knight Ice Wizard
Tesla Skeletons Knight Ice Wizard
Fireball Rocket Tornado The Log
Fireball Tornado The Log Skeletons Tesla Ice Wizard
Tesla Rocket Tornado Fireball Ice Wizard
Rocket Tesla Fireball The Log
Tesla Skeletons Tornado Ice Wizard
Knight Tornado Skeletons Tesla Ice Wizard
Ice Wizard Skeletons Knight Tesla Fireball Tornado The Log
Tesla Fireball Tornado Ice Wizard
Tesla Skeletons Knight Fireball Rocket The Log Ice Wizard
Fireball Rocket Tesla Tornado The Log
Knight Tesla
Rocket Tornado Tesla Fireball The Log
Tesla Skeletons Knight Fireball Tornado
Tesla Fireball Knight Tornado The Log Ice Wizard
Tornado The Log Knight Tesla Fireball Ice Wizard
Tesla Tornado
Knight Tesla Fireball The Log

Counters to secondary win conditions

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

Knight Skeletons Tesla Fireball
Fireball Knight Tesla Rocket The Log
Skeletons Knight Rocket The Log
Rocket Knight Tesla Fireball Tornado The Log
Skeletons Knight Tesla
Fireball Rocket Skeletons Tesla Tornado Ice Wizard
Rocket Skeletons Knight Tesla Fireball Ice Wizard
Knight Tesla
Rocket Skeletons Knight Fireball Tornado The Log
Skeletons Tesla
Knight Tesla
Rocket Fireball Tornado The Log
Rocket Skeletons Knight Tesla Fireball
Tesla Fireball
Tesla Skeletons Knight Fireball Rocket Tornado The Log
Tesla Fireball The Log Ice 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.)

Fireball Knight Rocket The Log
Fireball Tornado The Log Ice Wizard
Rocket Fireball The Log
Knight Fireball Rocket The Log
Fireball Rocket The Log
Fireball Rocket Tornado Ice Wizard
Tornado The Log
Fireball The Log Tornado Ice Wizard
Fireball The Log Tornado
Rocket Fireball Tornado
Rocket Knight Fireball Tornado The Log
Fireball Rocket Tornado
Rocket Knight Fireball The Log
Fireball Rocket
Fireball The Log
Rocket Fireball The Log
Fireball Rocket The Log
Fireball Rocket Tornado
Rocket
Rocket Fireball The Log
Rocket Fireball Tornado The Log
Rocket Fireball The Log
Rocket Fireball Tornado
Rocket Tornado The Log
Rocket Fireball The Log
Tornado The Log Fireball Ice Wizard
Fireball The Log Tornado Ice Wizard
Fireball Tornado The Log
Fireball Rocket Tornado The Log
Fireball Tornado Ice Wizard
Rocket Fireball
Fireball
Fireball Rocket The Log
Rocket Fireball
Rocket Fireball The Log
Fireball Rocket
Fireball Rocket Tornado Ice Wizard
The Log Fireball
Fireball Knight Rocket
The Log Fireball
Rocket Fireball Tornado
Fireball Rocket Tornado The Log
Fireball Rocket Tornado
Fireball Rocket Tornado The Log

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