My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 Witch Inferno Dragon Mother Witch

Defensive buildings

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

X-Bow

Investments

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

Wizard Witch X-Bow Inferno Dragon Mother Witch Mega Knight

Offensive cards

Win conditions

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

X-Bow

Damage spells

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

The Log

Punishments

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

X-Bow 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.

X-Bow Mega Knight

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
Skeleton Army Inferno Dragon
Giant Snowball
Skeleton Army Witch Inferno Dragon
Zap
Skeleton Army Witch X-Bow Inferno Dragon
Barbarian Barrel
Wizard Skeleton Army Witch X-Bow
The Log
Skeleton Army Witch X-Bow
Earthquake
Skeleton Army Witch X-Bow
Arrows
Skeleton Army Witch
Royal Delivery
Wizard Skeleton Army Witch Inferno Dragon Mother Witch
Fireball
Wizard Skeleton Army Witch X-Bow Inferno Dragon Mother Witch
Poison
Wizard Skeleton Army Witch X-Bow Mother Witch
Lightning
Wizard Witch X-Bow Inferno Dragon Mother Witch
Rocket
Wizard Witch X-Bow Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard The Log 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.

Skeleton Army Inferno Dragon Mother Witch Mega Knight

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.

Skeleton Army

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 Witch

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 Skeleton Army Inferno Dragon Mother Witch Wizard Witch X-Bow Mega Knight

Shortest cycle

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

13 The Log Skeleton Army Inferno Dragon Mother Witch

Attack Synergies 2 5

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.

Wizard
Mega Knight
Skeleton Army
X-Bow
Witch
Mega Knight
X-Bow
The Log Skeleton Army
The Log
X-Bow Mega Knight
Inferno Dragon
Mega Knight
Mother Witch
Mega Knight
Mega Knight
Inferno Dragon Wizard Witch The Log Mother Witch

Defense Synergies 1 13

Wizard
Skeleton Army The Log Mega Knight
Skeleton Army
Wizard X-Bow The Log Inferno Dragon
Witch
The Log Mega Knight
X-Bow
The Log Skeleton Army
The Log
X-Bow Wizard Skeleton Army Witch Inferno Dragon Mother Witch Mega Knight
Inferno Dragon
Skeleton Army The Log Mega Knight
Mother Witch
The Log Mega Knight
Mega Knight
Wizard Witch The Log Inferno Dragon Mother 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.

Wizard X-Bow The Log
Skeleton Army Inferno Dragon Witch X-Bow The Log Mega Knight
Skeleton Army Witch Mega Knight Inferno Dragon
Skeleton Army Witch Inferno Dragon Mega Knight
Skeleton Army X-Bow The Log Mega Knight
Skeleton Army The Log X-Bow Mother Witch Mega Knight
Inferno Dragon Wizard Witch X-Bow
X-Bow The Log Mega Knight
Witch Inferno Dragon Skeleton Army X-Bow
Skeleton Army Mega Knight
Skeleton Army Witch Mother Witch Wizard X-Bow The Log Mega Knight
Inferno Dragon Wizard Witch
Skeleton Army Mega Knight Wizard Witch X-Bow The Log
Wizard Skeleton Army Mega Knight Witch X-Bow The Log
Skeleton Army Inferno Dragon X-Bow Mega Knight
Skeleton Army X-Bow The Log Inferno Dragon Mega Knight
Wizard Mega Knight Skeleton Army Witch X-Bow
Mega Knight Wizard Skeleton Army Witch X-Bow The Log
Wizard Witch The Log Inferno Dragon Mother Witch Mega Knight
Inferno Dragon
Wizard Skeleton Army Mega Knight Witch The Log Mother Witch

Counters to secondary win conditions

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

Skeleton Army Mega Knight Witch X-Bow
Wizard X-Bow The Log Inferno Dragon Mega Knight
Skeleton Army Mega Knight Witch The Log
Skeleton Army Mega Knight X-Bow The Log
Skeleton Army Witch Inferno Dragon Mega Knight
Wizard Mother Witch Witch
Skeleton Army Witch
Mega Knight Skeleton Army Inferno Dragon
Mega Knight Skeleton Army Witch X-Bow The Log Inferno Dragon
Witch Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight Witch
Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight Wizard Witch
Wizard Skeleton Army Witch Mega Knight
Skeleton Army Witch X-Bow The Log Inferno Dragon
Mega Knight Wizard Witch 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.)

X-Bow The Log
X-Bow The Log
X-Bow The Log
The Log
Wizard The Log Mega Knight
Wizard Mother Witch Witch
Wizard Witch The Log
X-Bow The Log Wizard
The Log Wizard X-Bow
X-Bow
Wizard X-Bow The Log
Wizard
The Log
X-Bow
X-Bow The Log
X-Bow Wizard Witch The Log
Wizard X-Bow The Log Mega Knight
Wizard X-Bow The Log Mega Knight
Wizard Witch X-Bow The Log Mother Witch Mega Knight
X-Bow The Log Mega Knight
Wizard
X-Bow The Log
X-Bow The Log
The Log Mother Witch Wizard Witch Mega Knight
Witch Inferno Dragon
X-Bow The Log Wizard Witch
Wizard Witch X-Bow The Log Mega Knight
X-Bow The Log
Wizard Witch X-Bow Mother Witch
Wizard Witch
Wizard X-Bow The Log Mega Knight
Mega Knight
Wizard The Log
Skeleton Army Witch X-Bow
Wizard Witch
The Log
Wizard Mega Knight
The Log Wizard
Mega Knight
Witch The Log
Witch
Witch X-Bow The Log Mega Knight

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