My Best Clash Royale Deck

Deck Check Rating

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

Why?

Missing cards in your collection

Magic Archer

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Inferno Tower Wizard Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Wizard Bandit Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider Bandit

Pump responses

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

Fireball

Dropped at the bridge

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

Hog Rider Bandit

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 Bandit 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
Hog Rider Skeleton Army Bandit
Giant Snowball
Hog Rider Skeleton Army
Zap
Inferno Tower Skeleton Army Bandit
Barbarian Barrel
Inferno Tower Wizard Skeleton Army Bandit Electro Wizard
The Log
Hog Rider Skeleton Army Bandit
Earthquake
Hog Rider Inferno Tower Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Hog Rider Wizard Skeleton Army Bandit Electro Wizard
Fireball
Hog Rider Inferno Tower Wizard Skeleton Army Bandit Electro Wizard
Poison
Inferno Tower Wizard Skeleton Army Electro Wizard
Lightning
Inferno Tower Wizard Bandit Electro Wizard
Rocket
Hog Rider Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard 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.

Inferno Tower Skeleton Army

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.

Fireball 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.

Fireball Wizard 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 Skeleton Army Bandit Fireball Hog Rider Electro Wizard Inferno Tower Wizard

Shortest cycle

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

12 The Log Skeleton Army Bandit Fireball

Attack Synergies 2 8

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.

Fireball
Hog Rider The Log Electro Wizard
Hog Rider
Fireball The Log Wizard Bandit Electro Wizard
Inferno Tower
Wizard
Hog Rider Bandit
Skeleton Army
The Log
Hog Rider Fireball Bandit
Bandit
Hog Rider Wizard The Log Electro Wizard
Electro Wizard
Fireball Hog Rider Bandit

Defense Synergies 4 14

Fireball
The Log Inferno Tower Bandit Electro Wizard
Hog Rider
Inferno Tower
Skeleton Army The Log Electro Wizard Fireball Bandit
Wizard
Skeleton Army The Log Bandit Electro Wizard
Skeleton Army
Inferno Tower Wizard The Log Bandit Electro Wizard
The Log
Fireball Inferno Tower Wizard Skeleton Army Bandit Electro Wizard
Bandit
Fireball Inferno Tower Wizard Skeleton Army The Log Electro Wizard
Electro Wizard
Inferno Tower Fireball Wizard Skeleton Army The Log Bandit

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.

Fireball Inferno Tower Wizard The Log Electro Wizard
Inferno Tower Skeleton Army The Log Bandit Electro Wizard
Inferno Tower Skeleton Army Bandit Electro Wizard
Inferno Tower Skeleton Army Bandit Electro Wizard
Fireball Skeleton Army The Log
Fireball Skeleton Army The Log Bandit Electro Wizard
Inferno Tower Electro Wizard Fireball Wizard
Fireball Inferno Tower The Log Bandit Electro Wizard
Inferno Tower Skeleton Army
Skeleton Army Inferno Tower Bandit Electro Wizard
Skeleton Army Electro Wizard Fireball Wizard The Log Bandit
Inferno Tower Fireball Wizard Electro Wizard
Inferno Tower Skeleton Army Fireball Wizard The Log Bandit Electro Wizard
Fireball Wizard Skeleton Army The Log Electro Wizard
Inferno Tower Skeleton Army Bandit Electro Wizard
Inferno Tower Skeleton Army Fireball The Log Bandit Electro Wizard
Wizard Fireball Inferno Tower Skeleton Army Electro Wizard
Fireball Wizard Skeleton Army The Log Bandit Electro Wizard
Wizard The Log Fireball Bandit Electro Wizard
Inferno Tower Electro Wizard
Wizard Skeleton Army Fireball The Log Bandit Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Fireball Inferno Tower Bandit Electro Wizard
Fireball Bandit Electro Wizard Wizard The Log
Skeleton Army Bandit Inferno Tower The Log Electro Wizard
Skeleton Army Fireball Inferno Tower The Log Bandit Electro Wizard
Inferno Tower Skeleton Army Bandit
Fireball Wizard Electro Wizard
Skeleton Army Fireball Inferno Tower Bandit Electro Wizard
Inferno Tower Skeleton Army
Electro Wizard Fireball Inferno Tower Skeleton Army The Log Bandit
Inferno Tower Skeleton Army
Inferno Tower
Skeleton Army Fireball The Log Electro Wizard
Skeleton Army Fireball Inferno Tower Wizard Bandit
Wizard Fireball Skeleton Army
Inferno Tower Skeleton Army Electro Wizard Fireball The Log
Fireball Inferno Tower 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.)

Fireball The Log Bandit
Fireball The Log Bandit Electro Wizard
Fireball The Log Bandit
Fireball The Log
Fireball Wizard The Log
Fireball Wizard
Wizard The Log
Fireball The Log Wizard
Fireball The Log Wizard Bandit
Fireball Electro Wizard
Fireball Wizard The Log Bandit Electro Wizard
Fireball Wizard
Fireball The Log Bandit
Fireball Bandit
Fireball The Log
Fireball Wizard The Log Bandit
Fireball Wizard The Log Bandit
Fireball
Fireball Wizard The Log Bandit Electro Wizard
Fireball Wizard The Log
Fireball The Log
Fireball Wizard
The Log
Fireball The Log
The Log Fireball Wizard
Fireball The Log Wizard Bandit Electro Wizard
Fireball Wizard The Log Bandit
Fireball The Log Bandit
Fireball Wizard Electro Wizard
Electro Wizard Fireball Wizard
Fireball
Fireball Wizard The Log Bandit
Fireball Electro Wizard
Fireball Wizard The Log
Electro Wizard Fireball Skeleton Army Bandit
Fireball Wizard Electro Wizard
The Log Fireball
Fireball Wizard Electro Wizard
The Log Fireball Wizard
Fireball
Fireball The Log Electro Wizard
Fireball Electro Wizard
Fireball The Log Bandit Electro Wizard

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