My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Elixir Golem Miner Royal Ghost Electro Wizard Graveyard

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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro Wizard 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.

Wizard Balloon Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel Balloon

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.

Goblin Barrel Balloon 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.

Balloon 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 Balloon 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
Goblin Barrel Skeleton Army Balloon Inferno Dragon
Giant Snowball
Goblin Barrel Skeleton Army Balloon Inferno Dragon
Zap
Goblin Barrel Skeleton Army Balloon Inferno Dragon
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 Balloon Electro Wizard Inferno Dragon
Fireball
Wizard Goblin Barrel Skeleton Army Balloon Electro Wizard Inferno Dragon
Poison
Wizard Skeleton Army Balloon Electro Wizard
Lightning
Wizard Balloon Electro Wizard Inferno Dragon
Rocket
Wizard Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard

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 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.

The Log Goblin Barrel Skeleton Army Electro Wizard Inferno Dragon Wizard Balloon Mega Knight

Shortest cycle

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

12 The Log Goblin Barrel Skeleton Army Electro Wizard

Attack Synergies 1 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.

Wizard
Balloon Mega Knight
Goblin Barrel
Skeleton Army Balloon Mega Knight
Skeleton Army
Goblin Barrel
Balloon
Wizard Goblin Barrel The Log Electro Wizard Mega Knight
The Log
Balloon Mega Knight
Electro Wizard
Balloon Mega Knight
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon Wizard Goblin Barrel Balloon The Log Electro Wizard

Defense Synergies 0 13

Wizard
Skeleton Army The Log Electro Wizard Mega Knight
Goblin Barrel
Skeleton Army
Wizard The Log Electro Wizard Inferno Dragon
Balloon
The Log
Wizard Skeleton Army Electro Wizard Inferno Dragon Mega Knight
Electro Wizard
Wizard Skeleton Army The Log Inferno Dragon Mega Knight
Inferno Dragon
Skeleton Army The Log Electro Wizard Mega Knight
Mega Knight
Wizard The Log Electro Wizard Inferno 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 The Log Electro Wizard
Skeleton Army Inferno Dragon The Log Electro Wizard Mega Knight
Skeleton Army Mega Knight Electro Wizard Inferno Dragon
Skeleton Army Inferno Dragon Electro Wizard Mega Knight
Skeleton Army The Log Mega Knight
Skeleton Army The Log Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Wizard
The Log Electro Wizard Mega Knight
Inferno Dragon Skeleton Army
Skeleton Army Electro Wizard Mega Knight
Skeleton Army Electro Wizard Wizard The Log Mega Knight
Inferno Dragon Wizard Electro Wizard
Skeleton Army Mega Knight Wizard The Log Electro Wizard
Wizard Skeleton Army Mega Knight The Log Electro Wizard
Skeleton Army Inferno Dragon Electro Wizard Mega Knight
Skeleton Army The Log Electro Wizard Inferno Dragon Mega Knight
Wizard Mega Knight Skeleton Army Electro Wizard
Mega Knight Wizard Skeleton Army The Log Electro Wizard
Wizard The Log Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
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 Electro Wizard
Electro Wizard Wizard The Log Inferno Dragon Mega Knight
Skeleton Army Mega Knight The Log Electro Wizard
Skeleton Army Mega Knight The Log Electro Wizard
Skeleton Army Inferno Dragon Mega Knight
Wizard Electro Wizard
Skeleton Army Electro Wizard
Mega Knight Skeleton Army Inferno Dragon
Electro Wizard Mega Knight Skeleton Army The Log Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Mega Knight
Skeleton Army Mega Knight The Log Electro Wizard
Skeleton Army Mega Knight Wizard
Wizard Skeleton Army Mega Knight
Skeleton Army Electro Wizard The Log Inferno Dragon
Mega Knight Wizard The Log Electro Wizard 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
The Log Electro Wizard
The Log
The Log
Wizard The Log Mega Knight
Wizard
Wizard The Log
The Log Wizard
The Log Wizard
Electro Wizard
Wizard The Log Electro Wizard
Wizard
The Log
The Log
Wizard The Log
Wizard The Log Mega Knight
Wizard The Log Electro Wizard Mega Knight
Wizard The Log Mega Knight
The Log Mega Knight
Wizard
The Log
The Log
The Log Wizard Mega Knight
Inferno Dragon
The Log Wizard Electro Wizard
Wizard The Log Mega Knight
The Log
Wizard Electro Wizard
Electro Wizard Wizard
Wizard The Log Mega Knight
Electro Wizard
Mega Knight
Wizard The Log
Electro Wizard Skeleton Army
Wizard Electro Wizard
The Log
Wizard Electro Wizard Mega Knight
The Log Wizard
Mega Knight
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard Mega Knight

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