My Best Clash Royale Deck

Deck Check Rating

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

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.

Missing

Investments

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

Knight Valkyrie Prince Electro Wizard

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Arrows Fireball The Log

Punishments

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

Goblin Barrel 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.

Knight Valkyrie 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.

Valkyrie Goblin Barrel 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
Goblin Barrel Prince
Giant Snowball
Goblin Barrel
Zap
Goblin Barrel Prince
Barbarian Barrel
Knight Valkyrie Goblin Barrel Electro Wizard
The Log
Goblin Barrel Prince
Earthquake
Goblin Barrel
Arrows
Goblin Barrel
Royal Delivery
Knight Valkyrie Goblin Barrel Prince Electro Wizard
Fireball
Goblin Barrel Electro Wizard
Poison
Electro Wizard
Lightning
Knight Valkyrie Prince Electro Wizard
Rocket
Valkyrie Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Valkyrie 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 Knight Valkyrie 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Knight Goblin Barrel Fireball Valkyrie Electro Wizard Prince

Shortest cycle

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

11 The Log Arrows Knight Goblin Barrel

Attack Synergies 5 12

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.

Arrows
Fireball Knight Goblin Barrel Prince
Knight
Goblin Barrel Arrows Fireball Prince The Log Electro Wizard
Fireball
Arrows Knight The Log Electro Wizard
Valkyrie
Goblin Barrel Prince Electro Wizard
Goblin Barrel
Knight Valkyrie Prince Arrows
Prince
Valkyrie Goblin Barrel Arrows Knight The Log Electro Wizard
The Log
Knight Fireball Prince
Electro Wizard
Knight Fireball Valkyrie Prince

Defense Synergies 3 13

Arrows
Knight Fireball Valkyrie Prince
Knight
Electro Wizard Arrows Fireball The Log
Fireball
The Log Arrows Knight Valkyrie Electro Wizard
Valkyrie
Arrows Fireball Prince The Log Electro Wizard
Goblin Barrel
Prince
The Log Arrows Valkyrie Electro Wizard
The Log
Fireball Prince Knight Valkyrie Electro Wizard
Electro Wizard
Knight Fireball Valkyrie 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.

Knight Fireball Valkyrie The Log Electro Wizard
Knight Valkyrie Prince The Log Electro Wizard
Prince Knight Valkyrie Electro Wizard
Prince Knight Valkyrie Electro Wizard
Arrows Fireball Valkyrie Prince The Log
Arrows Fireball The Log Valkyrie Electro Wizard
Electro Wizard Arrows Fireball
Arrows Fireball Valkyrie The Log Electro Wizard
Prince
Knight Valkyrie Prince Electro Wizard
Valkyrie Electro Wizard Arrows Knight Fireball The Log
Arrows Fireball Electro Wizard
Prince Knight Fireball Valkyrie The Log Electro Wizard
Fireball Valkyrie Arrows Prince The Log Electro Wizard
Knight Prince Electro Wizard
Fireball Prince The Log Electro Wizard
Arrows Knight Fireball Valkyrie Prince Electro Wizard
Arrows Fireball Knight Valkyrie Prince The Log Electro Wizard
Arrows Valkyrie The Log Knight Fireball Electro Wizard
Prince Electro Wizard
Valkyrie Arrows Knight Fireball Prince The Log Electro Wizard

Counters to secondary win conditions

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

Knight Valkyrie Fireball Prince Electro Wizard
Fireball Electro Wizard Arrows Knight Valkyrie Prince The Log
Knight Valkyrie Prince The Log Electro Wizard
Valkyrie Prince Knight Fireball The Log Electro Wizard
Knight Valkyrie Prince
Arrows Fireball Electro Wizard
Prince Knight Fireball Valkyrie Electro Wizard
Knight Valkyrie Prince
Electro Wizard Knight Fireball Valkyrie Prince The Log
Knight Valkyrie Prince
Arrows Fireball Valkyrie Prince The Log Electro Wizard
Prince Knight Fireball Valkyrie
Fireball Valkyrie
Electro Wizard Knight Fireball Valkyrie Prince The Log
Arrows Valkyrie Fireball The Log Electro 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 Arrows Knight Valkyrie The Log
Arrows Fireball The Log Electro Wizard
Arrows Fireball The Log
Arrows Knight Fireball Valkyrie Prince The Log
Fireball Arrows Valkyrie The Log
Arrows Fireball
Arrows The Log
Arrows Fireball The Log
Arrows Fireball The Log
Fireball Prince Electro Wizard
Arrows Knight Fireball Valkyrie Prince The Log Electro Wizard
Fireball Arrows
Knight Fireball The Log
Arrows Fireball
Arrows Fireball Prince The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball
Arrows Fireball Prince The Log Electro Wizard
Arrows Fireball Valkyrie The Log
Fireball Prince The Log
Arrows Fireball
Prince The Log
Arrows Fireball The Log
Arrows The Log Fireball Valkyrie
Arrows Fireball The Log Electro Wizard
Fireball Arrows Prince The Log
Fireball Arrows The Log
Arrows Fireball Electro Wizard
Electro Wizard Fireball
Fireball
Arrows Fireball The Log
Arrows Fireball Electro Wizard
Prince
Arrows Fireball The Log
Electro Wizard Fireball Prince
Fireball Arrows Electro Wizard
Arrows The Log Fireball
Fireball Knight Valkyrie Prince Electro Wizard
Arrows The Log Fireball
Arrows Fireball
Prince
Fireball The Log Electro Wizard
Fireball Electro Wizard
Fireball Prince The Log Electro Wizard

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