My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Good
Versatility
Great!
F2P score
Good

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Ram Rider

Defensive buildings

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

Cannon

Investments

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

Royal Giant Wizard Ram Rider

Offensive cards

Win conditions

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

Royal Giant Ram Rider

Damage spells

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

Zap Rocket

Punishments

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

Royal Giant Ram Rider

Pump responses

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

Rocket

Dropped at the bridge

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

Royal Giant Heal Spirit Ram Rider

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.

Ram Rider

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
Royal Giant Guards Ram Rider
Giant Snowball
Cannon Guards Ram Rider
Zap
Cannon Royal Giant Guards Ram Rider
Barbarian Barrel
Cannon Heal Spirit Wizard Guards
The Log
Cannon Royal Giant Heal Spirit Guards Ram Rider
Earthquake
Cannon Guards
Arrows
Heal Spirit Guards
Royal Delivery
Heal Spirit Wizard Guards Ram Rider
Fireball
Cannon Wizard Ram Rider
Poison
Cannon Wizard Guards
Lightning
Cannon Wizard Ram Rider
Rocket
Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Rocket

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.

Heal Spirit Rocket Guards

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.

Royal Giant

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.

Heal Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Heal Spirit Zap Cannon Guards Wizard Ram Rider Royal Giant Rocket

Shortest cycle

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

9 Heal Spirit Zap Cannon Guards

Attack Synergies 2 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.

Zap
Ram Rider Royal Giant Heal Spirit Guards
Cannon
Royal Giant
Heal Spirit Zap Wizard Rocket Guards
Heal Spirit
Royal Giant Zap Wizard Guards Ram Rider
Wizard
Royal Giant Heal Spirit Ram Rider
Rocket
Royal Giant
Guards
Zap Royal Giant Heal Spirit Ram Rider
Ram Rider
Zap Heal Spirit Wizard Guards

Defense Synergies 1 6

Zap
Cannon Guards Ram Rider
Cannon
Zap Wizard Rocket Guards
Royal Giant
Heal Spirit
Wizard
Cannon Guards
Rocket
Cannon
Guards
Zap Cannon Wizard
Ram Rider
Zap

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.

Rocket Zap Cannon Wizard Ram Rider
Zap Cannon Ram Rider
Cannon Rocket Ram Rider
Cannon Guards Ram Rider
Rocket
Zap Cannon Guards
Rocket Ram Rider Zap Cannon Wizard
Rocket Zap Cannon Ram Rider
Cannon
Guards Cannon
Guards Zap Cannon Wizard Ram Rider
Zap Wizard Ram Rider
Cannon Zap Wizard Rocket Guards Ram Rider
Wizard Rocket Zap Cannon Guards
Cannon Ram Rider
Rocket Zap Cannon Ram Rider
Wizard Cannon
Cannon Zap Wizard Guards Ram Rider
Zap Wizard Cannon Guards Ram Rider
Cannon Ram Rider
Wizard Cannon Guards

Counters to secondary win conditions

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

Guards Zap
Zap Wizard Rocket
Guards Zap Rocket Ram Rider
Rocket Guards Zap Ram Rider
Cannon Guards Ram Rider
Wizard Rocket Zap Ram Rider
Rocket Guards Ram Rider
Zap Rocket
Cannon Guards
Guards
Rocket Zap Guards
Rocket Cannon Wizard Guards Ram Rider
Wizard Cannon
Guards Zap Rocket
Zap Cannon 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.)

Rocket Guards
Zap Ram Rider
Rocket
Rocket Guards
Wizard Rocket Zap
Wizard Zap Rocket Ram Rider
Wizard
Zap Wizard Ram Rider
Zap Wizard Ram Rider
Rocket Guards
Rocket Zap Wizard Ram Rider
Zap Wizard Rocket
Rocket
Rocket
Zap
Rocket Zap Wizard
Wizard Rocket
Rocket
Rocket
Rocket Zap Wizard
Rocket Zap Wizard
Rocket
Rocket Wizard
Rocket
Rocket Zap
Zap Wizard
Zap Wizard Ram Rider
Zap Wizard Ram Rider
Rocket Zap
Zap Wizard
Zap Rocket Wizard Guards
Zap Wizard Rocket
Zap Rocket
Rocket Wizard
Zap Rocket Guards
Rocket Zap Wizard Ram Rider
Wizard Rocket
Zap Wizard
Rocket Zap
Zap Rocket Guards
Zap Rocket
Zap Rocket

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