My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

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!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Minion Horde

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.

Royal Giant

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Arrows Fireball Rocket The Log

Punishments

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

Royal Giant

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.

Barbarians Minion Horde Royal Giant

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
Minion Horde Royal Giant
Giant Snowball
Barbarians Minion Horde
Zap
Minion Horde Royal Giant
Barbarian Barrel
Barbarians
The Log
Barbarians Royal Giant
Earthquake
Barbarians
Arrows
Minion Horde
Royal Delivery
Barbarians Minion Horde
Fireball
Barbarians Minion Horde
Poison
Barbarians Minion Horde
Lightning
Rocket
Barbarians Minion Horde

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball Rocket 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.

Arrows Rocket

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.

Royal Giant 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.

Barbarians Minion Horde Fireball

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Arrows Fireball Barbarians Minion Horde Royal Giant Rocket

Shortest cycle

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

11 Zap The Log Arrows Fireball

Attack Synergies 5 7

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.

Zap
Arrows Fireball Minion Horde Royal Giant The Log
Arrows
Zap Royal Giant Fireball
Barbarians
Minion Horde
Zap Royal Giant
Royal Giant
Arrows Fireball Zap Minion Horde Rocket The Log
Fireball
Zap Arrows Royal Giant The Log
Rocket
Royal Giant
The Log
Zap Royal Giant Fireball

Defense Synergies 2 9

Zap
Fireball Arrows Barbarians Minion Horde The Log
Arrows
Zap Barbarians Fireball
Barbarians
Zap Arrows Minion Horde
Minion Horde
Zap Barbarians The Log
Royal Giant
Fireball
Zap The Log Arrows
Rocket
The Log
The Log
Fireball Zap Minion Horde Rocket

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 Zap Minion Horde Fireball The Log
Barbarians Minion Horde Zap The Log
Barbarians Minion Horde Rocket
Barbarians Minion Horde
Arrows Barbarians Fireball Rocket The Log
Arrows Fireball The Log Zap
Minion Horde Rocket Zap Arrows Fireball
Rocket Zap Arrows Barbarians Fireball The Log
Barbarians Minion Horde
Barbarians Minion Horde
Barbarians Minion Horde Zap Arrows Fireball The Log
Arrows Minion Horde Zap Fireball
Barbarians Minion Horde Zap Fireball Rocket The Log
Fireball Rocket Zap Arrows Barbarians Minion Horde The Log
Barbarians Minion Horde
Barbarians Minion Horde Rocket Zap Fireball The Log
Barbarians Minion Horde Arrows Fireball
Arrows Fireball Zap Barbarians Minion Horde The Log
Zap Arrows The Log Barbarians Fireball
Barbarians
Arrows Barbarians Minion Horde Fireball The Log

Counters to secondary win conditions

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

Barbarians Zap Fireball
Fireball Zap Arrows Rocket The Log
Barbarians Zap Minion Horde Rocket The Log
Rocket Zap Barbarians Minion Horde Fireball The Log
Barbarians Minion Horde
Arrows Fireball Rocket Zap Minion Horde
Rocket Barbarians Minion Horde Fireball
Barbarians Minion Horde
Zap Minion Horde Rocket Barbarians Fireball The Log
Barbarians Minion Horde
Barbarians Minion Horde
Rocket Zap Arrows Barbarians Fireball The Log
Barbarians Rocket Minion Horde Fireball
Barbarians Minion Horde Fireball
Barbarians Zap Minion Horde Fireball Rocket The Log
Arrows Zap Barbarians Minion Horde Fireball 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 Arrows Minion Horde Rocket The Log
Arrows Fireball Zap The Log
Rocket Arrows Minion Horde Fireball The Log
Arrows Barbarians Fireball Rocket The Log
Fireball Rocket Zap Arrows Minion Horde The Log
Arrows Fireball Zap Minion Horde Rocket
Arrows Minion Horde The Log
Arrows Fireball The Log Zap
Arrows Fireball The Log Zap
Rocket Minion Horde Fireball
Rocket Zap Arrows Minion Horde Fireball The Log
Fireball Zap Arrows Rocket
Rocket Fireball The Log
Arrows Minion Horde Fireball Rocket
Zap Arrows Fireball The Log
Rocket Zap Arrows Minion Horde Fireball The Log
Arrows Minion Horde Fireball Rocket The Log
Arrows Fireball Rocket
Minion Horde Rocket
Rocket Zap Arrows Fireball The Log
Rocket Zap Arrows Fireball The Log
Rocket Minion Horde Fireball The Log
Rocket Arrows Fireball
Rocket The Log
Rocket Zap Arrows Barbarians Minion Horde Fireball The Log
Zap Arrows The Log Fireball
Minion Horde
Arrows Fireball The Log Zap
Fireball Zap Arrows The Log
Fireball Rocket Zap Arrows The Log
Zap Arrows Minion Horde Fireball
Zap Rocket Minion Horde Fireball
Minion Horde Fireball
Zap Arrows Minion Horde Fireball Rocket The Log
Zap Rocket Arrows Minion Horde Fireball
Minion Horde
Rocket Arrows Fireball The Log
Zap Minion Horde Barbarians Fireball Rocket
Fireball Rocket Zap Arrows
Arrows The Log Fireball
Fireball Minion Horde Rocket
Arrows The Log Zap Fireball
Rocket Zap Arrows Fireball
Minion Horde
Zap Minion Horde Fireball Rocket The Log
Zap Fireball Rocket
Zap Fireball Rocket The Log

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