My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro Wizard

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.

Giant Wizard Electro Wizard Mega Knight

Offensive cards

Win conditions

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

Giant Goblin Barrel

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 Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Giant Mega Knight

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.

Goblin Barrel Electro Wizard

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
Giant Goblin Barrel Skeleton Army
Giant Snowball
Goblin Barrel Skeleton Army
Zap
Goblin Barrel Skeleton Army
Barbarian Barrel
Wizard Goblin Barrel Skeleton Army Electro Wizard
The Log
Goblin Barrel Skeleton Army
Earthquake
Goblin Barrel Skeleton Army
Arrows
Goblin Barrel Skeleton Army
Royal Delivery
Wizard Goblin Barrel Skeleton Army Electro Wizard
Fireball
Wizard Goblin Barrel Skeleton Army Electro Wizard
Poison
Wizard Skeleton Army Electro Wizard
Lightning
Wizard Electro Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 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.

Goblin Barrel 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 Goblin Barrel Electro 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.

Zap The Log Goblin Barrel Skeleton Army Electro Wizard Giant Wizard Mega Knight

Shortest cycle

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

10 Zap The Log Goblin Barrel Skeleton Army

Attack Synergies 3 10

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 Electro Wizard The Log Mega Knight
Giant
Zap Goblin Barrel Wizard The Log Electro Wizard
Wizard
Giant Mega Knight
Goblin Barrel
Giant Skeleton Army Mega Knight
Skeleton Army
Goblin Barrel
The Log
Zap Giant Mega Knight
Electro Wizard
Zap Giant Mega Knight
Mega Knight
Zap Wizard Goblin Barrel The Log Electro Wizard

Defense Synergies 2 11

Zap
Electro Wizard Mega Knight Skeleton Army The Log
Giant
Wizard
Skeleton Army The Log Electro Wizard Mega Knight
Goblin Barrel
Skeleton Army
Zap Wizard The Log Electro Wizard
The Log
Zap Wizard Skeleton Army Electro Wizard Mega Knight
Electro Wizard
Zap Wizard Skeleton Army The Log Mega Knight
Mega Knight
Zap Wizard The Log Electro Wizard

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 Wizard The Log Electro Wizard
Skeleton Army Zap The Log Electro Wizard Mega Knight
Skeleton Army Mega Knight Electro Wizard
Skeleton Army Electro Wizard Mega Knight
Skeleton Army The Log Mega Knight
Skeleton Army The Log Zap Electro Wizard Mega Knight
Electro Wizard Zap Wizard
Zap The Log Electro Wizard Mega Knight
Skeleton Army
Skeleton Army Electro Wizard Mega Knight
Skeleton Army Electro Wizard Zap Wizard The Log Mega Knight
Zap Wizard Electro Wizard
Skeleton Army Mega Knight Zap Wizard The Log Electro Wizard
Wizard Skeleton Army Mega Knight Zap The Log Electro Wizard
Skeleton Army Electro Wizard Mega Knight
Skeleton Army Zap The Log Electro Wizard Mega Knight
Wizard Mega Knight Skeleton Army Electro Wizard
Mega Knight Zap Wizard Skeleton Army The Log Electro Wizard
Zap Wizard The Log Electro Wizard Mega Knight
Electro Wizard
Wizard Skeleton Army Mega Knight The Log Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Electro Wizard
Electro Wizard Zap Wizard The Log Mega Knight
Skeleton Army Mega Knight Zap The Log Electro Wizard
Skeleton Army Mega Knight Zap The Log Electro Wizard
Skeleton Army Mega Knight
Wizard Zap Electro Wizard
Skeleton Army Electro Wizard
Mega Knight Skeleton Army
Zap Electro Wizard Mega Knight Skeleton Army The Log
Skeleton Army
Mega Knight
Skeleton Army Mega Knight Zap The Log Electro Wizard
Skeleton Army Mega Knight Wizard
Wizard Skeleton Army Mega Knight
Skeleton Army Electro Wizard Zap The Log
Mega Knight Zap Wizard The Log Electro Wizard

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 Electro Wizard
The Log
The Log
Wizard Zap The Log Mega Knight
Wizard Zap
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Electro Wizard
Zap Wizard The Log Electro Wizard
Zap Wizard
The Log
Zap The Log
Zap Wizard The Log
Wizard The Log Mega Knight
Zap Wizard The Log Electro Wizard Mega Knight
Zap Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
Zap The Log
Zap The Log Wizard Mega Knight
The Log Zap Wizard Electro Wizard
Zap Wizard The Log Mega Knight
Zap The Log
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard The Log Mega Knight
Zap Electro Wizard
Mega Knight
Wizard The Log
Zap Electro Wizard Skeleton Army
Zap Wizard Electro Wizard
The Log
Wizard Electro Wizard Mega Knight
The Log Zap Wizard
Zap
Mega Knight
Zap The Log Electro Wizard
Zap Electro Wizard
Zap The Log Electro Wizard Mega Knight

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