My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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.

Bats Wizard Baby 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.

Bats Wizard Baby Dragon

Offensive cards

Win conditions

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

Royal Hogs Goblin Barrel

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.

Elite Barbarians Royal Hogs 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.

Elite Barbarians Royal Hogs Baby Dragon

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.

Elite Barbarians Royal Hogs Goblin Barrel

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
Bats Elite Barbarians Royal Hogs Goblin Barrel Skeleton Army
Giant Snowball
Bats Royal Hogs Goblin Barrel Skeleton Army Baby Dragon
Zap
Bats Royal Hogs Goblin Barrel Skeleton Army
Barbarian Barrel
Elite Barbarians Wizard Royal Hogs Goblin Barrel Skeleton Army
The Log
Elite Barbarians Royal Hogs Goblin Barrel Skeleton Army
Earthquake
Royal Hogs Goblin Barrel Skeleton Army
Arrows
Bats Royal Hogs Goblin Barrel Skeleton Army
Royal Delivery
Bats Elite Barbarians Wizard Royal Hogs Goblin Barrel Skeleton Army Baby Dragon
Fireball
Elite Barbarians Wizard Royal Hogs Goblin Barrel Skeleton Army Baby Dragon
Poison
Bats Wizard Royal Hogs Skeleton Army
Lightning
Elite Barbarians Wizard Baby Dragon
Rocket
Elite Barbarians Wizard Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Baby Dragon 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 Skeleton Army Baby Dragon

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 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

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.

Bats The Log Goblin Barrel Skeleton Army Baby Dragon Wizard Royal Hogs Elite Barbarians

Shortest cycle

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

10 Bats The Log Goblin Barrel Skeleton Army

Attack Synergies 0 11

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.

Bats
Elite Barbarians Royal Hogs Goblin Barrel Baby Dragon
Elite Barbarians
Bats Wizard The Log
Wizard
Elite Barbarians Royal Hogs
Royal Hogs
Bats Wizard Goblin Barrel The Log
Goblin Barrel
Bats Royal Hogs Skeleton Army Baby Dragon
Skeleton Army
Goblin Barrel
Baby Dragon
Bats Goblin Barrel
The Log
Elite Barbarians Royal Hogs

Defense Synergies 0 8

Bats
Baby Dragon The Log
Elite Barbarians
Wizard The Log
Wizard
Elite Barbarians Skeleton Army The Log
Royal Hogs
Goblin Barrel
Skeleton Army
Wizard The Log
Baby Dragon
Bats The Log
The Log
Bats Elite Barbarians Wizard Skeleton Army Baby Dragon

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 Baby Dragon The Log
Elite Barbarians Skeleton Army Bats The Log
Skeleton Army Bats Elite Barbarians
Elite Barbarians Skeleton Army Bats
Elite Barbarians Skeleton Army The Log
Skeleton Army The Log Bats Baby Dragon
Bats Wizard Baby Dragon
Baby Dragon The Log
Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army
Bats Skeleton Army Wizard Baby Dragon The Log
Bats Wizard Baby Dragon
Skeleton Army Bats Elite Barbarians Wizard The Log
Wizard Skeleton Army Bats Baby Dragon The Log
Elite Barbarians Skeleton Army
Skeleton Army Elite Barbarians The Log
Wizard Bats Elite Barbarians Skeleton Army
Bats Elite Barbarians Wizard Skeleton Army Baby Dragon The Log
Wizard Baby Dragon The Log Bats
Elite Barbarians
Wizard Skeleton Army Bats Elite Barbarians Baby Dragon The Log

Counters to secondary win conditions

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

Skeleton Army Elite Barbarians
Elite Barbarians Wizard Baby Dragon The Log
Skeleton Army Bats Elite Barbarians The Log
Skeleton Army Bats Elite Barbarians The Log
Elite Barbarians Skeleton Army
Wizard Bats Baby Dragon
Skeleton Army Bats Elite Barbarians
Elite Barbarians Skeleton Army
Bats Elite Barbarians Skeleton Army Baby Dragon The Log
Skeleton Army
Bats Elite Barbarians
Skeleton Army Elite Barbarians The Log
Elite Barbarians Skeleton Army Wizard
Wizard Skeleton Army Baby Dragon
Elite Barbarians Skeleton Army Bats Baby Dragon The Log
Bats Elite Barbarians Wizard Baby Dragon 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.)

Baby Dragon The Log
Baby Dragon The Log
Baby Dragon The Log
The Log
Wizard Baby Dragon The Log
Wizard Bats Baby Dragon
Wizard Baby Dragon The Log
The Log Wizard Baby Dragon
The Log Wizard
Bats Elite Barbarians
Wizard The Log
Wizard Baby Dragon
Elite Barbarians Baby Dragon The Log
Baby Dragon
Elite Barbarians Baby Dragon The Log
Wizard Baby Dragon The Log
Wizard Baby Dragon The Log
Bats
Wizard Baby Dragon The Log
Wizard Baby Dragon The Log
Baby Dragon The Log
Wizard
The Log
Baby Dragon The Log
The Log Wizard Baby Dragon
The Log Wizard Baby Dragon
Wizard Baby Dragon The Log
Baby Dragon The Log
Elite Barbarians Bats Wizard Baby Dragon
Bats Wizard
Elite Barbarians
Wizard The Log
Wizard The Log
Bats Skeleton Army
Wizard Baby Dragon
The Log
Wizard Baby Dragon
The Log Wizard Baby Dragon
Elite Barbarians
Bats Elite Barbarians Baby Dragon The Log
Bats
Baby Dragon The Log

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