My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Inferno Tower Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

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

Electro Wizard

Offensive cards

Win conditions

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

Miner

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.

Elite Barbarians Miner

Pump responses

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

Miner

Dropped at the bridge

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

Fire Spirit 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 Miner 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
Elite Barbarians Miner
Giant Snowball
Fire Spirit Miner
Zap
Fire Spirit Inferno Tower
Barbarian Barrel
Fire Spirit Elite Barbarians Inferno Tower Electro Wizard
The Log
Fire Spirit Elite Barbarians
Earthquake
Inferno Tower
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Elite Barbarians Miner Electro Wizard
Fireball
Elite Barbarians Inferno Tower Electro Wizard
Poison
Inferno Tower Electro Wizard
Lightning
Elite Barbarians Inferno Tower Electro Wizard
Rocket
Elite Barbarians Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap The Log

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 Inferno Tower Miner

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

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 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.

Mirror Fire Spirit Zap The Log Miner Electro Wizard Inferno Tower Elite Barbarians

Shortest cycle

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

5 Mirror Fire Spirit Zap The Log

Attack Synergies 7 6

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
Miner Zap Elite Barbarians
Zap
Elite Barbarians Mirror Miner Electro Wizard Fire Spirit The Log
Elite Barbarians
Zap Fire Spirit The Log
Inferno Tower
Mirror
Zap The Log Miner
The Log
Mirror Zap Elite Barbarians Miner
Miner
Fire Spirit Zap Mirror The Log Electro Wizard
Electro Wizard
Zap Miner

Defense Synergies 4 14

Fire Spirit
Zap Inferno Tower The Log Electro Wizard
Zap
Mirror Electro Wizard Fire Spirit Elite Barbarians Inferno Tower The Log Miner
Elite Barbarians
Zap The Log
Inferno Tower
The Log Electro Wizard Fire Spirit Zap Mirror
Mirror
Zap Inferno Tower The Log Electro Wizard
The Log
Inferno Tower Fire Spirit Zap Elite Barbarians Mirror Miner Electro Wizard
Miner
Zap The Log
Electro Wizard
Zap Inferno Tower Fire Spirit Mirror 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.

Zap Inferno Tower The Log Electro Wizard
Elite Barbarians Inferno Tower Zap The Log Electro Wizard
Inferno Tower Fire Spirit Elite Barbarians Electro Wizard
Elite Barbarians Inferno Tower Electro Wizard
Elite Barbarians The Log
The Log Fire Spirit Zap Electro Wizard
Inferno Tower Electro Wizard Fire Spirit Zap
Zap Inferno Tower The Log Electro Wizard
Inferno Tower Elite Barbarians
Elite Barbarians Fire Spirit Inferno Tower Miner Electro Wizard
Electro Wizard Zap The Log
Inferno Tower Zap Electro Wizard
Inferno Tower Fire Spirit Zap Elite Barbarians The Log Electro Wizard
Fire Spirit Zap The Log Electro Wizard
Elite Barbarians Inferno Tower Electro Wizard
Inferno Tower Zap Elite Barbarians The Log Electro Wizard
Elite Barbarians Inferno Tower Electro Wizard
Fire Spirit Zap Elite Barbarians The Log Electro Wizard
Zap The Log Fire Spirit Electro Wizard
Elite Barbarians Inferno Tower Electro Wizard
Fire Spirit Elite Barbarians The Log Electro Wizard

Counters to secondary win conditions

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

Zap Elite Barbarians Inferno Tower Electro Wizard
Electro Wizard Zap Elite Barbarians The Log Miner
Zap Elite Barbarians Inferno Tower The Log Electro Wizard
Zap Elite Barbarians Inferno Tower The Log Electro Wizard
Inferno Tower Elite Barbarians
Fire Spirit Zap Electro Wizard
Elite Barbarians Inferno Tower Electro Wizard
Inferno Tower Elite Barbarians
Zap Electro Wizard Elite Barbarians Inferno Tower The Log
Inferno Tower
Elite Barbarians Inferno Tower
Zap Elite Barbarians The Log Electro Wizard
Elite Barbarians Inferno Tower
Elite Barbarians Inferno Tower Electro Wizard Zap The Log
Zap Elite Barbarians Inferno Tower 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.)

The Log
Zap The Log Miner Electro Wizard
The Log Miner
The Log
Fire Spirit Zap The Log
Fire Spirit Zap
Fire Spirit The Log
The Log Fire Spirit Zap
The Log Miner Zap
Fire Spirit Elite Barbarians Electro Wizard
Miner Zap The Log Electro Wizard
Fire Spirit Zap
Fire Spirit Elite Barbarians The Log Miner
Zap Elite Barbarians The Log
Zap The Log
The Log
Fire Spirit Zap The Log Electro Wizard
Fire Spirit Zap The Log Miner
The Log
The Log
Zap The Log
Zap The Log Fire Spirit
The Log Miner Zap Electro Wizard
Zap The Log Miner
Miner Zap The Log
Elite Barbarians Fire Spirit Zap Electro Wizard
Zap Electro Wizard
Elite Barbarians
Zap The Log Miner
Zap Electro Wizard
The Log
Zap Electro Wizard Fire Spirit
Fire Spirit Zap Electro Wizard
The Log
Miner Electro Wizard
The Log Zap
Zap
Elite Barbarians
Zap Elite Barbarians The Log Electro Wizard
Zap Electro Wizard
Zap The Log Miner Electro Wizard

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