My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 Minions Goblin Gang Wizard Goblin Giant

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.

Bomber Wizard Goblin Giant Mega Knight

Offensive cards

Win conditions

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

Goblin Giant

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 Gang Goblin Giant Mega Knight

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 Goblin Giant Mega 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
Bomber Minions Goblin Gang
Giant Snowball
Fire Spirit Bomber Minions Goblin Gang
Zap
Fire Spirit Bomber Minions Goblin Gang Goblin Giant
Barbarian Barrel
Fire Spirit Bomber Goblin Gang Wizard
The Log
Fire Spirit Bomber Goblin Gang
Earthquake
Bomber Goblin Gang
Arrows
Fire Spirit Bomber Minions Goblin Gang
Royal Delivery
Fire Spirit Bomber Minions Goblin Gang Wizard
Fireball
Bomber Minions Goblin Gang Wizard
Poison
Bomber Minions Goblin Gang Wizard
Lightning
Wizard
Rocket
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 Bomber 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 Mega Knight

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 Minions Goblin Gang 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.

Fire Spirit Bomber The Log Minions Goblin Gang Wizard Goblin Giant Mega Knight

Shortest cycle

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

8 Fire Spirit Bomber The Log Minions

Attack Synergies 1 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.

Fire Spirit
Goblin Giant
Bomber
Minions Goblin Giant Mega Knight
Minions
Mega Knight Bomber Goblin Giant
Goblin Gang
Goblin Giant
Wizard
Goblin Giant Mega Knight
Goblin Giant
Fire Spirit Bomber Minions Goblin Gang Wizard The Log
The Log
Goblin Giant Mega Knight
Mega Knight
Minions Bomber Wizard The Log

Defense Synergies 0 10

Fire Spirit
The Log
Bomber
The Log
Minions
Goblin Giant The Log Mega Knight
Goblin Gang
The Log
Wizard
The Log Mega Knight
Goblin Giant
Minions The Log
The Log
Fire Spirit Bomber Minions Goblin Gang Wizard Goblin Giant Mega Knight
Mega Knight
Minions Wizard 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.

Bomber Minions Wizard Goblin Giant The Log
Bomber Minions Goblin Gang The Log Mega Knight
Goblin Gang Mega Knight Fire Spirit Bomber Minions
Bomber Minions Goblin Gang Mega Knight
Bomber The Log Mega Knight
Goblin Gang The Log Fire Spirit Bomber Minions Mega Knight
Minions Fire Spirit Goblin Gang Wizard
Goblin Giant The Log Mega Knight
Minions Goblin Gang
Goblin Gang Fire Spirit Bomber Mega Knight
Minions Goblin Gang Bomber Wizard Goblin Giant The Log Mega Knight
Minions Goblin Gang Wizard
Mega Knight Fire Spirit Bomber Minions Goblin Gang Wizard The Log
Fire Spirit Bomber Wizard Mega Knight Minions Goblin Gang The Log
Goblin Gang Mega Knight
Goblin Gang The Log Mega Knight
Wizard Mega Knight Bomber Minions Goblin Gang
Fire Spirit Mega Knight Bomber Minions Goblin Gang Wizard The Log
Wizard The Log Fire Spirit Bomber Minions Mega Knight
Bomber Goblin Gang Wizard Mega Knight Fire Spirit Minions Goblin Giant The Log

Counters to secondary win conditions

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

Goblin Gang Mega Knight
Bomber Goblin Gang Wizard The Log Mega Knight
Goblin Gang Mega Knight Minions Goblin Giant The Log
Goblin Gang Mega Knight Goblin Giant The Log
Goblin Gang Goblin Giant Mega Knight
Fire Spirit Wizard Minions Goblin Gang Goblin Giant
Goblin Gang Minions Goblin Giant
Mega Knight Goblin Giant
Mega Knight Minions The Log
Goblin Gang Goblin Giant
Mega Knight Minions
Mega Knight Goblin Giant The Log
Mega Knight Goblin Gang Wizard Goblin Giant
Wizard Bomber Mega Knight
Goblin Gang Bomber Minions Goblin Giant The Log
Minions Mega Knight Bomber Wizard 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.)

The Log
The Log
Goblin Giant The Log
The Log
Bomber Wizard Fire Spirit The Log Mega Knight
Wizard Fire Spirit Minions Goblin Giant
Fire Spirit Bomber Wizard The Log
The Log Fire Spirit Wizard
The Log Wizard
Fire Spirit Minions Goblin Gang
Wizard The Log
Fire Spirit Wizard
Fire Spirit The Log
Minions
The Log
Bomber Wizard The Log
Wizard The Log Mega Knight
Bomber Minions
Fire Spirit Bomber Wizard The Log Mega Knight
Fire Spirit Bomber Wizard The Log Mega Knight
Minions The Log Mega Knight
Wizard
The Log
The Log
The Log Fire Spirit Bomber Wizard Mega Knight
The Log Wizard
Wizard The Log Mega Knight
The Log
Fire Spirit Wizard
Minions Wizard
Bomber Wizard The Log Mega Knight
Mega Knight
Wizard The Log
Fire Spirit Minions Goblin Gang
Fire Spirit Wizard
The Log
Goblin Gang Wizard Mega Knight
The Log Bomber Wizard
Mega Knight
Minions Goblin Gang The Log
Goblin Giant The Log Mega Knight

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