My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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.

Archers Tesla Mega Minion 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.

Archers Knight Tesla Mega Minion 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 The Log

Punishments

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

Elite Barbarians

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Elite Barbarians

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.

Elite Barbarians

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
Archers Elite Barbarians
Giant Snowball
Archers Mega Minion
Zap
Archers
Barbarian Barrel
Archers Knight Tesla Elite Barbarians Wizard
The Log
Archers Elite Barbarians
Earthquake
Archers Tesla
Arrows
Archers
Royal Delivery
Archers Knight Elite Barbarians Mega Minion Wizard
Fireball
Archers Tesla Elite Barbarians Mega Minion Wizard
Poison
Archers Mega Minion Wizard
Lightning
Knight Tesla Elite Barbarians Mega Minion Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard 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.

Knight Mega Minion

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.

Elite Barbarians 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 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.

The Log Archers Knight Mega Minion Tesla Fireball Wizard Elite Barbarians

Shortest cycle

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

11 The Log Archers Knight Mega Minion

Attack Synergies 2 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.

Archers
Knight Elite Barbarians
Knight
Archers Mega Minion Elite Barbarians Fireball Wizard The Log
Tesla
Elite Barbarians
Archers Knight Fireball Wizard The Log
Mega Minion
Knight Fireball
Fireball
Knight Elite Barbarians Mega Minion The Log
Wizard
Knight Elite Barbarians
The Log
Knight Elite Barbarians Fireball

Defense Synergies 5 15

Archers
Knight Tesla Mega Minion The Log
Knight
Archers Tesla Mega Minion Fireball Wizard The Log
Tesla
Knight The Log Archers Mega Minion Fireball Wizard
Elite Barbarians
Mega Minion Wizard The Log
Mega Minion
Knight Archers Tesla Elite Barbarians Wizard The Log
Fireball
The Log Knight Tesla
Wizard
Knight Tesla Elite Barbarians Mega Minion The Log
The Log
Tesla Fireball Archers Knight Elite Barbarians Mega Minion Wizard

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 Tesla Mega Minion Fireball Wizard The Log
Elite Barbarians Knight Tesla Mega Minion The Log
Tesla Archers Knight Elite Barbarians Mega Minion
Tesla Elite Barbarians Knight Mega Minion
Elite Barbarians Fireball The Log
Fireball The Log Archers Tesla Mega Minion
Tesla Mega Minion Archers Fireball Wizard
Tesla Fireball The Log
Tesla Elite Barbarians
Knight Elite Barbarians Archers Tesla
Archers Knight Tesla Mega Minion Fireball Wizard The Log
Tesla Mega Minion Archers Fireball Wizard
Tesla Knight Elite Barbarians Fireball Wizard The Log
Fireball Wizard Tesla Mega Minion The Log
Elite Barbarians Knight Tesla
Tesla Elite Barbarians Fireball The Log
Tesla Wizard Knight Elite Barbarians Fireball
Tesla Fireball Archers Knight Elite Barbarians Mega Minion Wizard The Log
Wizard The Log Archers Knight Tesla Mega Minion Fireball
Tesla Elite Barbarians
Wizard Archers Knight Tesla Elite Barbarians Fireball The Log

Counters to secondary win conditions

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

Knight Archers Tesla Elite Barbarians Fireball
Fireball Archers Knight Tesla Elite Barbarians Mega Minion Wizard The Log
Knight Elite Barbarians The Log
Knight Tesla Elite Barbarians Fireball The Log
Knight Tesla Elite Barbarians
Fireball Wizard Archers Tesla
Archers Knight Tesla Elite Barbarians Mega Minion Fireball
Knight Tesla Elite Barbarians
Knight Elite Barbarians Mega Minion Fireball The Log
Tesla Mega Minion
Knight Tesla Elite Barbarians Mega Minion
Elite Barbarians Fireball The Log
Elite Barbarians Knight Tesla Fireball Wizard
Wizard Archers Tesla Fireball
Tesla Elite Barbarians Archers Knight Mega Minion Fireball The Log
Archers Tesla Elite Barbarians Mega Minion Fireball 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.)

Fireball Knight The Log
Fireball The Log
Fireball The Log
Knight Fireball The Log
Fireball Wizard The Log
Fireball Wizard Mega Minion
Archers Wizard The Log
Fireball The Log Wizard
Fireball The Log Wizard
Elite Barbarians Fireball
Knight Fireball Wizard The Log
Fireball Archers Wizard
Knight Elite Barbarians Fireball The Log
Fireball
Elite Barbarians Fireball The Log
Fireball Wizard The Log
Fireball Wizard The Log
Fireball
Archers Mega Minion Fireball Wizard The Log
Fireball Wizard The Log
Fireball The Log
Fireball Wizard
The Log
Fireball The Log
The Log Fireball Wizard
Mega Minion
Fireball The Log Wizard
Fireball Wizard The Log
Fireball The Log
Elite Barbarians Archers Fireball Wizard
Mega Minion Fireball Wizard
Elite Barbarians Mega Minion Fireball
Fireball Wizard The Log
Fireball
Fireball Wizard The Log
Archers Fireball
Fireball Archers Mega Minion Wizard
The Log Fireball
Fireball Knight Mega Minion Wizard
The Log Fireball Wizard
Fireball
Elite Barbarians Mega Minion
Elite Barbarians Fireball The Log
Fireball
Fireball The Log

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