My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Inferno Dragon Mother Witch Ram Rider

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 Wizard Giant Skeleton Inferno Dragon Mother Witch Ram Rider

Offensive cards

Win conditions

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

Royal Giant Ram Rider

Damage spells

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

Tornado The Log

Punishments

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

Royal Giant Ram Rider

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.

Royal Giant Giant Skeleton Ram Rider

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.

Giant Skeleton Ram 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
Royal Giant Giant Skeleton Inferno Dragon Ram Rider
Giant Snowball
Inferno Dragon Ram Rider
Zap
Royal Giant Inferno Dragon Ram Rider
Barbarian Barrel
Wizard Giant Skeleton
The Log
Royal Giant Giant Skeleton Ram Rider
Earthquake
Arrows
Royal Delivery
Wizard Giant Skeleton Inferno Dragon Mother Witch Ram Rider
Fireball
Wizard Inferno Dragon Mother Witch Ram Rider
Poison
Wizard Mother Witch
Lightning
Wizard Inferno Dragon Mother Witch Ram Rider
Rocket
Wizard Inferno Dragon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado 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.

Tornado Giant Skeleton Inferno Dragon Mother Witch

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

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.

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.

The Log Tornado Inferno Dragon Mother Witch Wizard Ram Rider Royal Giant Giant Skeleton

Shortest cycle

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

13 The Log Tornado Inferno Dragon Mother Witch

Attack Synergies 2 13

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.

Royal Giant
Mother Witch Wizard Tornado Giant Skeleton The Log
Wizard
Tornado Royal Giant Giant Skeleton Ram Rider
Tornado
Wizard Royal Giant Giant Skeleton The Log Ram Rider
Giant Skeleton
Royal Giant Wizard Tornado The Log Mother Witch
The Log
Royal Giant Tornado Giant Skeleton Ram Rider
Inferno Dragon
Mother Witch
Royal Giant Giant Skeleton Ram Rider
Ram Rider
Wizard Tornado The Log Mother Witch

Defense Synergies 1 12

Royal Giant
Wizard
Tornado Giant Skeleton The Log
Tornado
Wizard Giant Skeleton The Log Inferno Dragon Mother Witch Ram Rider
Giant Skeleton
Wizard Tornado The Log Mother Witch
The Log
Wizard Tornado Giant Skeleton Inferno Dragon Mother Witch Ram Rider
Inferno Dragon
Tornado The Log
Mother Witch
Tornado Giant Skeleton The Log
Ram Rider
Tornado 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.

Wizard The Log Ram Rider
Inferno Dragon The Log Ram Rider
Tornado Ram Rider Giant Skeleton Inferno Dragon
Inferno Dragon Ram Rider
Tornado Giant Skeleton The Log
Tornado The Log Mother Witch
Tornado Inferno Dragon Ram Rider Wizard
Giant Skeleton The Log Ram Rider
Inferno Dragon Tornado
Tornado Giant Skeleton
Mother Witch Wizard Tornado Giant Skeleton The Log Ram Rider
Inferno Dragon Wizard Tornado Ram Rider
Wizard Giant Skeleton The Log Ram Rider
Wizard Tornado The Log
Inferno Dragon Ram Rider
Tornado The Log Inferno Dragon Ram Rider
Wizard Tornado
Wizard Tornado The Log Ram Rider
Wizard Tornado The Log Giant Skeleton Inferno Dragon Mother Witch Ram Rider
Tornado Inferno Dragon Ram Rider
Wizard Giant Skeleton The Log Mother Witch

Counters to secondary win conditions

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

Giant Skeleton
Wizard The Log Inferno Dragon
Giant Skeleton The Log Ram Rider
Giant Skeleton Tornado The Log Ram Rider
Giant Skeleton Inferno Dragon Ram Rider
Wizard Mother Witch Tornado Ram Rider
Giant Skeleton Ram Rider
Giant Skeleton Inferno Dragon
Giant Skeleton Tornado The Log Inferno Dragon
Inferno Dragon
Inferno Dragon Giant Skeleton
Tornado Giant Skeleton The Log
Giant Skeleton Wizard Ram Rider
Wizard
Tornado Giant Skeleton The Log Inferno Dragon
Wizard Giant Skeleton The Log Inferno Dragon Mother Witch

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.)

Giant Skeleton The Log
Tornado The Log Ram Rider
Giant Skeleton The Log
Giant Skeleton The Log
Wizard The Log
Wizard Mother Witch Tornado Ram Rider
Wizard Tornado The Log
The Log Wizard Tornado Ram Rider
The Log Wizard Tornado Ram Rider
Tornado
Wizard Tornado The Log Ram Rider
Wizard Tornado
The Log
The Log
Wizard The Log
Wizard The Log
Tornado
Wizard The Log
Wizard Tornado The Log Mother Witch
Giant Skeleton The Log
Wizard Tornado
Tornado The Log
The Log
Tornado The Log Mother Witch Wizard
Inferno Dragon
The Log Wizard Tornado Ram Rider
Wizard Tornado The Log Ram Rider
Tornado The Log
Wizard Tornado Mother Witch
Wizard
Wizard The Log
Giant Skeleton
Wizard The Log
Wizard Tornado Ram Rider
The Log
Wizard
The Log Wizard
Tornado Giant Skeleton
Tornado Giant Skeleton The Log
Tornado
Tornado Giant Skeleton The Log

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