My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Minions Flying Machine Ice Wizard Night Witch

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.

Flying Machine Ice Wizard Night Witch Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap The Log

Punishments

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

Hog Rider 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.

Flying Machine Hog Rider Mega Knight

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.

Hog Rider

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
Minions Hog Rider Night Witch
Giant Snowball
Minions Flying Machine Hog Rider Night Witch
Zap
Minions Flying Machine Night Witch
Barbarian Barrel
Ice Wizard Night Witch
The Log
Hog Rider
Earthquake
Hog Rider
Arrows
Minions Flying Machine Night Witch
Royal Delivery
Minions Flying Machine Hog Rider Ice Wizard Night Witch
Fireball
Minions Flying Machine Hog Rider Ice Wizard Night Witch
Poison
Minions Flying Machine Ice Wizard Night Witch
Lightning
Ice Wizard Night Witch
Rocket
Hog Rider Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Ice Wizard 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.

Ice Wizard Night Witch 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.

Minions 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Minions Ice Wizard Flying Machine Hog Rider Night Witch Mega Knight

Shortest cycle

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

10 Zap The Log Minions Ice Wizard

Attack Synergies 4 11

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
Hog Rider Minions Flying Machine The Log Ice Wizard Night Witch Mega Knight
Minions
Hog Rider Mega Knight Zap
Flying Machine
Zap Hog Rider Mega Knight
Hog Rider
Zap Minions The Log Flying Machine Mega Knight
The Log
Hog Rider Zap Mega Knight
Ice Wizard
Zap
Night Witch
Zap Mega Knight
Mega Knight
Minions Zap Flying Machine Hog Rider The Log Night Witch

Defense Synergies 1 18

Zap
Mega Knight Minions Flying Machine The Log Ice Wizard Night Witch
Minions
Zap Flying Machine The Log Ice Wizard Mega Knight
Flying Machine
Zap Minions The Log Ice Wizard Mega Knight
Hog Rider
The Log
Zap Minions Flying Machine Ice Wizard Night Witch Mega Knight
Ice Wizard
Zap Minions Flying Machine The Log Night Witch Mega Knight
Night Witch
Zap The Log Ice Wizard Mega Knight
Mega Knight
Zap Minions Flying Machine The Log Ice Wizard Night Witch

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.

Zap Minions Flying Machine The Log
Zap Minions Flying Machine The Log Ice Wizard Night Witch Mega Knight
Mega Knight Minions Ice Wizard Night Witch
Night Witch Minions Ice Wizard Mega Knight
The Log Mega Knight
The Log Zap Minions Flying Machine Ice Wizard Night Witch Mega Knight
Minions Zap Flying Machine Ice Wizard Night Witch
Zap Flying Machine The Log Mega Knight
Minions Ice Wizard Night Witch
Ice Wizard Night Witch Mega Knight
Minions Ice Wizard Zap Flying Machine The Log Night Witch Mega Knight
Minions Zap Flying Machine Ice Wizard Night Witch
Night Witch Mega Knight Zap Minions Flying Machine The Log Ice Wizard
Mega Knight Zap Minions The Log Night Witch
Mega Knight
Zap The Log Mega Knight
Mega Knight Minions Night Witch
Mega Knight Zap Minions Flying Machine The Log Ice Wizard Night Witch
Zap The Log Minions Flying Machine Ice Wizard Mega Knight
Mega Knight Minions Flying Machine The Log Night Witch

Counters to secondary win conditions

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

Mega Knight Zap
Zap Flying Machine The Log Mega Knight
Mega Knight Zap Minions The Log
Mega Knight Zap The Log Night Witch
Night Witch Mega Knight
Zap Minions Flying Machine Ice Wizard
Minions Flying Machine Ice Wizard Night Witch
Mega Knight
Zap Mega Knight Minions Flying Machine The Log
Mega Knight Minions Flying Machine
Mega Knight Zap The Log
Mega Knight Night Witch
Flying Machine Mega Knight
Zap Minions Flying Machine The Log Night Witch
Minions Mega Knight Zap Flying Machine 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.)

Flying Machine The Log
Zap Flying Machine The Log Ice Wizard
Flying Machine The Log
Flying Machine The Log
Zap The Log Mega Knight
Zap Minions Flying Machine Ice Wizard
Flying Machine The Log
The Log Zap Flying Machine Ice Wizard
The Log Zap Flying Machine
Minions Night Witch
Zap Flying Machine The Log
Zap Flying Machine
Flying Machine The Log
Minions Flying Machine
Zap Flying Machine The Log
Zap Flying Machine The Log
Flying Machine The Log Mega Knight
Minions Night Witch
Zap Flying Machine The Log Mega Knight
Zap Flying Machine The Log Mega Knight
Minions The Log Night Witch Mega Knight
The Log
Zap Flying Machine The Log
Zap The Log Ice Wizard Mega Knight
The Log Zap Flying Machine Ice Wizard
Zap Flying Machine The Log Mega Knight
Zap The Log
Zap Flying Machine Ice Wizard Night Witch
Zap Minions Flying Machine
Night Witch
Zap The Log Night Witch Mega Knight
Zap
Mega Knight
The Log
Zap Minions Flying Machine Night Witch
Zap Flying Machine Ice Wizard
The Log
Flying Machine Mega Knight
The Log Zap Flying Machine
Zap
Flying Machine Mega Knight
Zap Minions Flying Machine The Log
Zap Flying Machine
Zap Flying Machine The Log Mega Knight

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