My Best Clash Royale Deck

Deck Check Rating

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

3 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Archers Electro 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.

Archers Knight Elixir Collector Electro Dragon Lava Hound

Offensive cards

Win conditions

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

Lava Hound

Damage spells

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

Arrows Tornado

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Knight Barbarians Lava Hound

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.

Electro Dragon

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
Archers Lava Hound
Giant Snowball
Archers Barbarians Electro Dragon Lava Hound
Zap
Archers Lava Hound
Barbarian Barrel
Archers Knight Barbarians
The Log
Archers Barbarians
Earthquake
Archers Barbarians Elixir Collector
Arrows
Archers Lava Hound
Royal Delivery
Archers Knight Barbarians Electro Dragon Lava Hound
Fireball
Archers Barbarians Elixir Collector Electro Dragon Lava Hound
Poison
Archers Barbarians Elixir Collector Electro Dragon Lava Hound
Lightning
Knight Elixir Collector Electro Dragon
Rocket
Barbarians Elixir Collector Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Electro Dragon

Ladder info

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.

Arrows Knight Elixir Collector Tornado

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.

Barbarians Lava Hound

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.

Archers Arrows Knight Tornado Barbarians Electro Dragon Elixir Collector Lava Hound

Shortest cycle

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

12 Archers Arrows Knight Tornado

Attack Synergies 3 6

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.

Archers
Knight Arrows Electro Dragon Lava Hound
Arrows
Lava Hound Archers Knight
Knight
Archers Arrows Electro Dragon
Barbarians
Elixir Collector
Tornado
Electro Dragon
Electro Dragon
Lava Hound Archers Knight Tornado
Lava Hound
Arrows Electro Dragon Archers

Defense Synergies 2 6

Archers
Knight Tornado
Arrows
Knight Barbarians Tornado
Knight
Archers Electro Dragon Arrows Tornado
Barbarians
Arrows
Elixir Collector
Tornado
Archers Arrows Knight Electro Dragon
Electro Dragon
Knight Tornado
Lava Hound

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.

Knight Electro Dragon
Barbarians Knight Electro Dragon
Barbarians Tornado Archers Knight Electro Dragon
Barbarians Knight Electro Dragon
Arrows Barbarians Tornado
Arrows Tornado Archers Electro Dragon
Tornado Archers Arrows Electro Dragon
Arrows Barbarians Electro Dragon
Barbarians Tornado
Knight Tornado Archers Barbarians
Archers Barbarians Arrows Knight Tornado Electro Dragon
Arrows Archers Tornado Electro Dragon
Barbarians Knight Electro Dragon
Arrows Barbarians Tornado Electro Dragon
Barbarians Knight
Barbarians Tornado
Barbarians Arrows Knight Tornado Electro Dragon
Arrows Archers Knight Barbarians Tornado Electro Dragon
Arrows Tornado Archers Knight Barbarians Electro Dragon
Barbarians Tornado
Archers Arrows Knight Barbarians Electro Dragon

Counters to secondary win conditions

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

Knight Barbarians Archers
Archers Arrows Knight Electro Dragon
Barbarians Knight Electro Dragon
Knight Barbarians Tornado
Barbarians Knight
Arrows Archers Tornado Electro Dragon
Archers Knight Barbarians
Knight Barbarians
Electro Dragon Knight Barbarians Tornado
Barbarians
Knight Barbarians Electro Dragon
Arrows Barbarians Tornado
Barbarians Knight
Archers Barbarians Electro Dragon
Barbarians Electro Dragon Archers Knight Tornado
Arrows Archers Barbarians Electro 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.)

Arrows Knight Electro Dragon
Arrows Tornado Electro Dragon
Arrows Electro Dragon
Arrows Knight Barbarians
Arrows
Arrows Tornado Electro Dragon
Archers Arrows Tornado
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Tornado Electro Dragon
Arrows Knight Tornado Electro Dragon
Archers Arrows Tornado Electro Dragon
Knight
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Archers Arrows Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado
Tornado
Arrows Barbarians Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado
Archers Arrows Tornado Electro Dragon
Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Archers Barbarians Electro Dragon
Archers Arrows Tornado Electro Dragon
Arrows
Knight Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Electro Dragon
Electro Dragon Tornado
Tornado Electro Dragon
Electro Dragon Tornado

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