My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Inferno Dragon

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.

Archers Giant Balloon Inferno Dragon

Offensive cards

Win conditions

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

Giant Balloon 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.

Giant Balloon 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.

Barbarians Giant Balloon

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.

Balloon Miner

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
Archers Giant Balloon Miner Inferno Dragon
Giant Snowball
Archers Barbarians Balloon Miner Inferno Dragon
Zap
Archers Balloon Inferno Dragon
Barbarian Barrel
Archers Barbarians
The Log
Archers Barbarians
Earthquake
Archers Barbarians
Arrows
Archers
Royal Delivery
Archers Barbarians Balloon Miner Inferno Dragon
Fireball
Archers Barbarians Balloon Inferno Dragon
Poison
Archers Barbarians Balloon
Lightning
Balloon Inferno Dragon
Rocket
Barbarians Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Miner Inferno Dragon

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.

Barbarians

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.

Zap The Log Archers Miner Inferno Dragon Barbarians Giant Balloon

Shortest cycle

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

10 Zap The Log Archers Miner

Attack Synergies 5 12

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.

Zap
Giant Balloon Miner Archers The Log
Archers
Zap Giant Balloon Miner Inferno Dragon
Barbarians
Balloon
Giant
Zap Miner Archers Balloon The Log
Balloon
Zap Miner Archers Barbarians Giant The Log
The Log
Zap Giant Balloon Miner
Miner
Zap Giant Balloon Archers The Log Inferno Dragon
Inferno Dragon
Archers Miner

Defense Synergies 0 8

Zap
Archers Barbarians The Log Miner Inferno Dragon
Archers
Zap The Log
Barbarians
Zap
Giant
Balloon
The Log
Zap Archers Miner Inferno Dragon
Miner
Zap The Log
Inferno Dragon
Zap 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 The Log
Barbarians Inferno Dragon Zap The Log
Barbarians Archers Inferno Dragon
Barbarians Inferno Dragon
Barbarians The Log
The Log Zap Archers
Inferno Dragon Zap Archers
Zap Barbarians The Log
Barbarians Inferno Dragon
Archers Barbarians Miner
Archers Barbarians Zap The Log
Inferno Dragon Zap Archers
Barbarians Zap The Log
Zap Barbarians The Log
Barbarians Inferno Dragon
Barbarians Zap The Log Inferno Dragon
Barbarians
Zap Archers Barbarians The Log
Zap The Log Archers Barbarians Inferno Dragon
Barbarians Inferno Dragon
Archers Barbarians The Log

Counters to secondary win conditions

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

Barbarians Zap Archers
Zap Archers The Log Miner Inferno Dragon
Barbarians Zap The Log
Zap Barbarians The Log
Barbarians Inferno Dragon
Zap Archers
Archers Barbarians
Barbarians Inferno Dragon
Zap Barbarians The Log Inferno Dragon
Barbarians Inferno Dragon
Inferno Dragon Barbarians
Zap Barbarians The Log
Barbarians
Archers Barbarians
Barbarians Zap Archers The Log Inferno Dragon
Zap Archers Barbarians The Log Inferno Dragon

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
The Log Miner
Barbarians The Log
Zap The Log
Zap
Archers The Log
The Log Zap
The Log Miner Zap
Miner Zap The Log
Zap Archers
The Log Miner
Zap The Log
Zap The Log
The Log
Zap Archers The Log
Zap The Log Miner
The Log
The Log
Zap Barbarians The Log
Zap The Log
Inferno Dragon
The Log Miner Zap
Zap The Log Miner
Miner Zap The Log
Zap Archers
Zap
Zap The Log Miner
Zap
The Log
Zap Archers Barbarians
Zap Archers
The Log
Miner
The Log Zap
Zap
Zap The Log
Zap
Zap The Log Miner

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