My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Bats Firecracker Ice Golem

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.

Skeletons Bats Firecracker Ice Golem

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.

Earthquake The Log

Punishments

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

Elite Barbarians Hog Rider

Pump responses

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

Earthquake

Dropped at the bridge

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

Elite Barbarians Ice Golem Hog 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.

Firecracker Elite Barbarians 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
Skeletons Bats Elite Barbarians Hog Rider
Giant Snowball
Skeletons Bats Hog Rider
Zap
Skeletons Bats Firecracker
Barbarian Barrel
Skeletons Firecracker Elite Barbarians
The Log
Skeletons Firecracker Elite Barbarians Hog Rider
Earthquake
Skeletons Firecracker Hog Rider
Arrows
Skeletons Bats Firecracker
Royal Delivery
Skeletons Bats Firecracker Elite Barbarians Hog Rider
Fireball
Firecracker Elite Barbarians Hog Rider
Poison
Bats Firecracker
Lightning
Elite Barbarians Ice Golem
Rocket
Elite Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Ice Golem Earthquake 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.

Bats Ice Golem

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.

Ice Golem

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.

Skeletons Bats Ice Golem The Log Firecracker Earthquake Hog Rider Elite Barbarians

Shortest cycle

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

7 Skeletons Bats Ice Golem The Log

Attack Synergies 6 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
Bats
Ice Golem Hog Rider Firecracker Elite Barbarians
Firecracker
Hog Rider Bats Elite Barbarians Ice Golem Earthquake
Elite Barbarians
Bats Firecracker Ice Golem Hog Rider The Log
Ice Golem
Bats Hog Rider Firecracker Elite Barbarians
Earthquake
Hog Rider Firecracker The Log
Hog Rider
Bats Firecracker Ice Golem Earthquake The Log Elite Barbarians
The Log
Hog Rider Elite Barbarians Earthquake

Defense Synergies 2 16

Skeletons
Bats Firecracker Elite Barbarians Ice Golem Earthquake The Log
Bats
Skeletons Firecracker Ice Golem Earthquake The Log
Firecracker
Ice Golem The Log Skeletons Bats Earthquake
Elite Barbarians
Skeletons Ice Golem The Log
Ice Golem
Firecracker Skeletons Bats Elite Barbarians Earthquake The Log
Earthquake
Skeletons Bats Firecracker Ice Golem The Log
Hog Rider
The Log
Firecracker Skeletons Bats Elite Barbarians Ice Golem Earthquake

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.

Earthquake Firecracker Ice Golem The Log
Elite Barbarians Skeletons Bats Firecracker The Log
Skeletons Bats Elite Barbarians
Elite Barbarians Skeletons Bats Firecracker
Firecracker Elite Barbarians Earthquake The Log
The Log Skeletons Bats Firecracker Earthquake
Bats Firecracker
Earthquake Ice Golem The Log
Skeletons Elite Barbarians
Elite Barbarians Skeletons Firecracker Ice Golem
Bats Skeletons Firecracker Ice Golem Earthquake The Log
Bats Firecracker
Skeletons Bats Elite Barbarians Earthquake The Log
Bats Firecracker Earthquake The Log
Elite Barbarians
Elite Barbarians The Log
Skeletons Bats Firecracker Elite Barbarians
Bats Firecracker Elite Barbarians The Log
Earthquake The Log Bats Firecracker Ice Golem
Elite Barbarians
Bats Firecracker Elite Barbarians Earthquake The Log

Counters to secondary win conditions

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

Skeletons Elite Barbarians Ice Golem
Firecracker Elite Barbarians Ice Golem The Log
Skeletons Bats Elite Barbarians Ice Golem The Log
Bats Elite Barbarians Ice Golem The Log
Skeletons Elite Barbarians
Firecracker Skeletons Bats Ice Golem
Skeletons Bats Elite Barbarians Ice Golem
Elite Barbarians
Skeletons Bats Firecracker Elite Barbarians Ice Golem The Log
Skeletons
Bats Elite Barbarians
Elite Barbarians The Log
Elite Barbarians Skeletons Ice Golem
Firecracker
Elite Barbarians Skeletons Bats Firecracker Ice Golem The Log
Bats Firecracker Elite Barbarians Ice Golem Earthquake 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.)

Earthquake Firecracker Ice Golem The Log
Firecracker The Log
Earthquake The Log
Earthquake Firecracker Ice Golem The Log
Firecracker Earthquake The Log
Firecracker Bats Ice Golem
Firecracker Earthquake The Log
Earthquake The Log Firecracker Ice Golem
The Log Firecracker
Bats Elite Barbarians
Firecracker Earthquake The Log
Firecracker
Earthquake Firecracker Elite Barbarians Ice Golem The Log
Earthquake Firecracker
Earthquake Firecracker Elite Barbarians Ice Golem The Log
Earthquake Firecracker The Log
Earthquake Firecracker The Log
Earthquake
Bats
Firecracker Earthquake The Log
Firecracker Earthquake The Log
Earthquake The Log
The Log
Earthquake The Log
Firecracker Ice Golem Earthquake The Log
Firecracker The Log Earthquake
The Log
Firecracker The Log
Elite Barbarians Bats Firecracker Ice Golem
Bats Firecracker
Elite Barbarians
Earthquake The Log
Firecracker
Firecracker Earthquake The Log
Earthquake Bats
Firecracker
The Log
Firecracker
The Log Firecracker Ice Golem Earthquake
Firecracker Elite Barbarians
Bats Firecracker Elite Barbarians The Log
Firecracker Bats
Firecracker The Log

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