My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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.

Firecracker

Defensive buildings

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

Mortar

Investments

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

Skeletons Knight Firecracker

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows Rocket Tornado The Log

Punishments

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

Mortar

Pump responses

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

Rocket

Dropped at the bridge

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

Knight Mortar

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.

Firecracker

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
Skeletons
Giant Snowball
Skeletons
Zap
Skeletons Firecracker Mortar
Barbarian Barrel
Skeletons Knight Firecracker Mortar
The Log
Skeletons Firecracker
Earthquake
Skeletons Firecracker Mortar
Arrows
Skeletons Firecracker
Royal Delivery
Skeletons Knight Firecracker
Fireball
Firecracker Mortar
Poison
Firecracker Mortar
Lightning
Knight Mortar
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Mortar Rocket 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.

Arrows Knight Rocket Tornado

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Arrows Knight Firecracker Tornado Mortar Rocket

Shortest cycle

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

9 Skeletons The Log Arrows Knight

Attack Synergies 3 9

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.

Skeletons
Arrows
Knight Mortar
Knight
Firecracker Mortar Arrows The Log
Firecracker
Knight Mortar Tornado
Mortar
Knight Arrows Firecracker Rocket Tornado The Log
Rocket
Tornado Mortar
Tornado
Rocket Firecracker Mortar The Log
The Log
Knight Mortar Tornado

Defense Synergies 3 17

Skeletons
Knight Firecracker Mortar Tornado The Log
Arrows
Knight Mortar Tornado
Knight
Firecracker Skeletons Arrows Mortar Tornado The Log
Firecracker
Knight The Log Skeletons Mortar Tornado
Mortar
Skeletons Arrows Knight Firecracker Tornado The Log
Rocket
Tornado The Log
Tornado
Rocket Skeletons Arrows Knight Firecracker Mortar The Log
The Log
Firecracker Skeletons Knight Mortar Rocket Tornado

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.

Rocket Knight Firecracker Mortar The Log
Skeletons Knight Firecracker Mortar The Log
Mortar Rocket Tornado Skeletons Knight
Skeletons Knight Firecracker Mortar
Arrows Firecracker Rocket Tornado The Log
Arrows Tornado The Log Skeletons Firecracker
Rocket Tornado Arrows Firecracker Mortar
Rocket Arrows The Log
Skeletons Mortar Tornado
Knight Tornado Skeletons Firecracker
Skeletons Arrows Knight Firecracker Tornado The Log
Arrows Firecracker Tornado
Mortar Skeletons Knight Rocket The Log
Rocket Arrows Firecracker Mortar Tornado The Log
Knight Mortar
Rocket Tornado Mortar The Log
Skeletons Arrows Knight Firecracker Mortar Tornado
Arrows Mortar Knight Firecracker Tornado The Log
Arrows Mortar Tornado The Log Knight Firecracker
Mortar Tornado
Arrows Knight Firecracker The Log

Counters to secondary win conditions

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

Knight Skeletons
Arrows Knight Firecracker Mortar Rocket The Log
Skeletons Knight Rocket The Log
Rocket Knight Tornado The Log
Skeletons Knight
Arrows Firecracker Rocket Skeletons Tornado
Rocket Skeletons Knight
Knight
Rocket Skeletons Knight Firecracker Mortar Tornado The Log
Skeletons
Knight
Rocket Arrows Tornado The Log
Rocket Skeletons Knight
Firecracker
Skeletons Knight Firecracker Mortar Rocket Tornado The Log
Arrows Firecracker 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.)

Arrows Knight Firecracker Mortar Rocket The Log
Arrows Firecracker Mortar Tornado The Log
Rocket Arrows The Log
Arrows Knight Firecracker Rocket The Log
Rocket Arrows Firecracker Mortar The Log
Arrows Firecracker Rocket Tornado
Arrows Firecracker Mortar Tornado The Log
Arrows The Log Firecracker Tornado
Arrows The Log Firecracker Mortar Tornado
Rocket Tornado
Firecracker Rocket Arrows Knight Mortar Tornado The Log
Arrows Firecracker Rocket Tornado
Rocket Knight Firecracker Mortar The Log
Arrows Firecracker Mortar Rocket
Arrows Firecracker Mortar The Log
Rocket Arrows Firecracker Mortar The Log
Arrows Firecracker Mortar Rocket The Log
Arrows Mortar Rocket Tornado
Rocket
Rocket Arrows Firecracker Mortar The Log
Rocket Arrows Firecracker Mortar Tornado The Log
Rocket The Log
Rocket Arrows Tornado
Rocket Tornado The Log
Rocket Arrows Mortar The Log
Arrows Firecracker Tornado The Log Mortar
Arrows Firecracker Mortar The Log Tornado
Arrows Mortar Tornado The Log
Rocket Arrows Firecracker Mortar Tornado The Log
Arrows Firecracker Tornado
Rocket Firecracker
Arrows Mortar Rocket The Log
Rocket Arrows Firecracker
Rocket Arrows Firecracker The Log
Rocket
Rocket Arrows Firecracker Tornado
Arrows The Log
Knight Firecracker Rocket
Arrows The Log Firecracker Mortar
Rocket Arrows Tornado
Firecracker
Firecracker Rocket Tornado The Log
Firecracker Rocket Tornado
Firecracker Mortar Rocket Tornado The Log

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