My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Good
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 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!
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.

Baby Dragon Ice Wizard Magic Archer

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.

Baby Dragon Ice Wizard Magic Archer

Offensive cards

Win conditions

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

Hog Rider 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.

Hog Rider Goblin Barrel

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.

Hog Rider Baby Dragon Magic Archer

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.

Hog Rider Goblin Barrel Magic Archer

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
Hog Rider Goblin Barrel Skeleton Army
Giant Snowball
Hog Rider Goblin Barrel Skeleton Army Baby Dragon
Zap
Goblin Barrel Skeleton Army
Barbarian Barrel
Goblin Barrel Skeleton Army Ice Wizard Magic Archer
The Log
Hog Rider Goblin Barrel Skeleton Army
Earthquake
Hog Rider Goblin Barrel Skeleton Army
Arrows
Goblin Barrel Skeleton Army
Royal Delivery
Hog Rider Goblin Barrel Skeleton Army Baby Dragon Ice Wizard Magic Archer
Fireball
Hog Rider Goblin Barrel Skeleton Army Baby Dragon Ice Wizard Magic Archer
Poison
Skeleton Army Ice Wizard Magic Archer
Lightning
Baby Dragon Ice Wizard Magic Archer
Rocket
Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon The Log Ice Wizard Magic Archer

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 Baby Dragon Ice Wizard

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.

Goblin Barrel Ice 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 Ice Wizard Hog Rider Baby Dragon Magic Archer

Shortest cycle

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

10 Zap The Log Goblin Barrel Skeleton Army

Attack Synergies 2 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
Hog Rider Baby Dragon The Log Ice Wizard Magic Archer
Hog Rider
Zap The Log Goblin Barrel Baby Dragon Magic Archer
Goblin Barrel
Hog Rider Skeleton Army Baby Dragon Ice Wizard
Skeleton Army
Goblin Barrel
Baby Dragon
Zap Hog Rider Goblin Barrel Ice Wizard
The Log
Hog Rider Zap Magic Archer
Ice Wizard
Zap Goblin Barrel Baby Dragon
Magic Archer
Zap Hog Rider The Log

Defense Synergies 1 11

Zap
Skeleton Army Baby Dragon The Log Ice Wizard Magic Archer
Hog Rider
Goblin Barrel
Skeleton Army
Zap The Log Ice Wizard Magic Archer
Baby Dragon
Ice Wizard Zap The Log
The Log
Zap Skeleton Army Baby Dragon Ice Wizard Magic Archer
Ice Wizard
Baby Dragon Zap Skeleton Army The Log
Magic Archer
Zap Skeleton Army 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 Baby Dragon The Log Magic Archer
Skeleton Army Zap The Log Ice Wizard
Skeleton Army Ice Wizard
Skeleton Army Ice Wizard
Skeleton Army The Log
Skeleton Army The Log Zap Baby Dragon Ice Wizard Magic Archer
Zap Baby Dragon Ice Wizard Magic Archer
Zap Baby Dragon The Log Magic Archer
Skeleton Army Ice Wizard
Skeleton Army Ice Wizard
Skeleton Army Ice Wizard Zap Baby Dragon The Log Magic Archer
Zap Baby Dragon Ice Wizard Magic Archer
Skeleton Army Zap The Log Ice Wizard
Skeleton Army Zap Baby Dragon The Log Magic Archer
Skeleton Army
Skeleton Army Zap The Log
Skeleton Army
Zap Skeleton Army Baby Dragon The Log Ice Wizard Magic Archer
Zap Baby Dragon The Log Ice Wizard Magic Archer
Skeleton Army Baby Dragon The Log

Counters to secondary win conditions

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

Skeleton Army Zap
Zap Baby Dragon The Log Magic Archer
Skeleton Army Zap The Log
Skeleton Army Zap The Log
Skeleton Army
Zap Baby Dragon Ice Wizard Magic Archer
Skeleton Army Ice Wizard
Skeleton Army
Zap Skeleton Army Baby Dragon The Log Magic Archer
Skeleton Army
Skeleton Army Zap The Log
Skeleton Army
Skeleton Army Baby Dragon Magic Archer
Skeleton Army Zap Baby Dragon The Log Magic Archer
Zap Baby Dragon The Log Ice Wizard Magic Archer

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.)

Magic Archer Baby Dragon The Log
Zap Baby Dragon The Log Ice Wizard Magic Archer
Baby Dragon The Log Magic Archer
The Log
Zap Baby Dragon The Log Magic Archer
Zap Baby Dragon Ice Wizard Magic Archer
Baby Dragon The Log Magic Archer
The Log Zap Baby Dragon Ice Wizard Magic Archer
The Log Zap
Zap The Log Magic Archer
Zap Baby Dragon Magic Archer
Baby Dragon The Log Magic Archer
Baby Dragon Magic Archer
Zap Baby Dragon The Log Magic Archer
Zap Baby Dragon The Log Magic Archer
Magic Archer Baby Dragon The Log
Zap Baby Dragon The Log Magic Archer
Zap Baby Dragon The Log Magic Archer
Baby Dragon The Log Magic Archer
The Log
Zap Baby Dragon The Log
Zap The Log Baby Dragon Ice Wizard Magic Archer
The Log Zap Baby Dragon Ice Wizard Magic Archer
Zap Baby Dragon The Log Magic Archer
Zap Baby Dragon The Log Magic Archer
Zap Baby Dragon Ice Wizard Magic Archer
Zap
Zap The Log Magic Archer
Zap Magic Archer
The Log Magic Archer
Zap Skeleton Army Magic Archer
Zap Baby Dragon Ice Wizard Magic Archer
The Log
Baby Dragon Magic Archer
The Log Zap Baby Dragon Magic Archer
Zap
Zap Baby Dragon The Log Magic Archer
Zap Magic Archer
Zap Baby Dragon The Log Magic Archer

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