My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Ram Rider

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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!
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 Ice Wizard Magic Archer Night Witch

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 Balloon Ice Wizard Magic Archer Night Witch Mega Knight

Offensive cards

Win conditions

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

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.

Balloon Mega Knight

Pump responses

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

Missing

Dropped at the bridge

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

Balloon Magic Archer 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.

Balloon 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
Bats Guards Balloon Night Witch
Giant Snowball
Bats Guards Balloon Night Witch
Zap
Bats Guards Balloon Night Witch
Barbarian Barrel
Guards Ice Wizard Magic Archer Night Witch
The Log
Guards
Earthquake
Guards
Arrows
Bats Guards Night Witch
Royal Delivery
Bats Guards Balloon Ice Wizard Magic Archer Night Witch
Fireball
Balloon Ice Wizard Magic Archer Night Witch
Poison
Bats Guards Balloon Ice Wizard Magic Archer Night Witch
Lightning
Balloon Ice Wizard Magic Archer Night Witch
Rocket
Balloon Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

The Log Ice Wizard Magic Archer 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.

Bats Guards Ice Wizard Night Witch Mega Knight

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.

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.

Bats The Log Guards Ice Wizard Magic Archer Night Witch Balloon Mega Knight

Shortest cycle

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

10 Bats The Log Guards Ice Wizard

Attack Synergies 2 9

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
Balloon Mega Knight
Guards
The Log
Balloon
Bats The Log Ice Wizard Magic Archer Mega Knight
The Log
Guards Balloon Magic Archer Mega Knight
Ice Wizard
Balloon
Magic Archer
Balloon The Log Mega Knight
Night Witch
Mega Knight
Mega Knight
Bats Balloon The Log Magic Archer Night Witch

Defense Synergies 0 15

Bats
The Log Ice Wizard Mega Knight
Guards
The Log Ice Wizard Magic Archer
Balloon
The Log
Bats Guards Ice Wizard Magic Archer Night Witch Mega Knight
Ice Wizard
Bats Guards The Log Night Witch Mega Knight
Magic Archer
Guards The Log Night Witch Mega Knight
Night Witch
The Log Ice Wizard Magic Archer Mega Knight
Mega Knight
Bats The Log Ice Wizard Magic Archer Night Witch

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.

The Log Magic Archer
Bats The Log Ice Wizard Night Witch Mega Knight
Mega Knight Bats Ice Wizard Night Witch
Night Witch Bats Guards Ice Wizard Mega Knight
The Log Mega Knight
The Log Bats Guards Ice Wizard Magic Archer Night Witch Mega Knight
Bats Ice Wizard Magic Archer Night Witch
The Log Magic Archer Mega Knight
Ice Wizard Night Witch
Guards Ice Wizard Night Witch Mega Knight
Bats Guards Ice Wizard The Log Magic Archer Night Witch Mega Knight
Bats Ice Wizard Magic Archer Night Witch
Night Witch Mega Knight Bats Guards The Log Ice Wizard
Mega Knight Bats Guards The Log Magic Archer Night Witch
Mega Knight
The Log Mega Knight
Mega Knight Bats Night Witch
Mega Knight Bats Guards The Log Ice Wizard Magic Archer Night Witch
The Log Bats Guards Ice Wizard Magic Archer Mega Knight
Mega Knight Bats Guards The Log Night Witch

Counters to secondary win conditions

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

Guards Mega Knight
The Log Magic Archer Mega Knight
Guards Mega Knight Bats The Log
Guards Mega Knight Bats The Log Night Witch
Guards Night Witch Mega Knight
Bats Ice Wizard Magic Archer
Guards Bats Ice Wizard Night Witch
Mega Knight
Mega Knight Bats The Log Magic Archer
Guards
Mega Knight Bats Guards
Mega Knight Guards The Log
Mega Knight Guards Night Witch
Magic Archer Mega Knight
Guards Bats The Log Magic Archer Night Witch
Bats Mega Knight 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 Guards The Log
The Log Ice Wizard Magic Archer
The Log Magic Archer
Guards The Log
The Log Magic Archer Mega Knight
Bats Ice Wizard Magic Archer
The Log Magic Archer
The Log Ice Wizard Magic Archer
The Log
Bats Guards Night Witch
The Log Magic Archer
Magic Archer
The Log Magic Archer
Magic Archer
The Log Magic Archer
The Log Magic Archer
Magic Archer The Log Mega Knight
Bats Night Witch
The Log Magic Archer Mega Knight
The Log Magic Archer Mega Knight
The Log Magic Archer Night Witch Mega Knight
The Log
The Log
The Log Ice Wizard Magic Archer Mega Knight
The Log Ice Wizard Magic Archer
The Log Magic Archer Mega Knight
The Log Magic Archer
Bats Ice Wizard Magic Archer Night Witch
Bats Guards
Night Witch
The Log Magic Archer Night Witch Mega Knight
Magic Archer
Mega Knight
The Log Magic Archer
Bats Guards Magic Archer Night Witch
Ice Wizard Magic Archer
The Log
Magic Archer Mega Knight
The Log Magic Archer
Mega Knight
Bats Guards The Log Magic Archer
Bats Magic Archer
The Log Magic Archer Mega Knight

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