My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Baby 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.

Knight Baby Dragon Bowler Electro Giant

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Zap Barbarian Barrel Tornado Lightning

Pump responses

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

Lightning

Dropped at the bridge

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

Knight Barbarian Barrel Baby Dragon Electro Giant

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
Giant Snowball
Baby Dragon
Zap
Barbarian Barrel
Knight
The Log
Earthquake
Arrows
Royal Delivery
Knight Baby Dragon Bowler
Fireball
Baby Dragon Bowler
Poison
Lightning
Knight Baby Dragon Bowler
Rocket
Bowler

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Baby Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Barbarian Barrel Tornado Baby Dragon Bowler Electro Giant

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.

Knight Tornado Baby Dragon Bowler Electro Giant

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.

Zap Barbarian Barrel Knight Tornado Baby Dragon Bowler Lightning Electro Giant

Shortest cycle

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

10 Zap Barbarian Barrel Knight Tornado

Attack Synergies 5 14

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
Tornado Knight Barbarian Barrel Baby Dragon Bowler
Knight
Baby Dragon Zap Barbarian Barrel
Barbarian Barrel
Zap Knight Tornado Baby Dragon Bowler Electro Giant
Tornado
Zap Baby Dragon Electro Giant Barbarian Barrel Bowler
Baby Dragon
Knight Tornado Zap Barbarian Barrel Bowler Lightning Electro Giant
Bowler
Zap Barbarian Barrel Tornado Baby Dragon Lightning
Lightning
Electro Giant Baby Dragon Bowler
Electro Giant
Tornado Lightning Barbarian Barrel Baby Dragon

Defense Synergies 1 16

Zap
Knight Barbarian Barrel Tornado Baby Dragon Bowler
Knight
Zap Barbarian Barrel Tornado Baby Dragon Bowler
Barbarian Barrel
Zap Knight Tornado Baby Dragon Bowler Electro Giant
Tornado
Bowler Zap Knight Barbarian Barrel Baby Dragon Electro Giant
Baby Dragon
Zap Knight Barbarian Barrel Tornado Bowler
Bowler
Tornado Zap Knight Barbarian Barrel Baby Dragon
Lightning
Electro Giant
Barbarian Barrel Tornado

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.

Bowler Lightning Zap Knight Barbarian Barrel Baby Dragon
Zap Knight
Tornado Bowler Knight Lightning
Knight Bowler
Lightning Barbarian Barrel Tornado Bowler
Barbarian Barrel Tornado Bowler Zap Baby Dragon
Tornado Lightning Zap Baby Dragon
Bowler Lightning Zap Barbarian Barrel Baby Dragon Electro Giant
Tornado
Knight Tornado Barbarian Barrel Bowler
Zap Knight Barbarian Barrel Tornado Baby Dragon Bowler Electro Giant
Zap Tornado Baby Dragon
Bowler Zap Knight Lightning
Bowler Zap Barbarian Barrel Tornado Baby Dragon
Knight
Tornado Zap Bowler Lightning Electro Giant
Knight Tornado Bowler
Zap Knight Barbarian Barrel Tornado Baby Dragon Bowler
Zap Barbarian Barrel Tornado Baby Dragon Knight Bowler
Tornado
Bowler Knight Barbarian Barrel Baby Dragon Electro Giant

Counters to secondary win conditions

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

Knight Zap Barbarian Barrel Bowler Electro Giant
Zap Knight Barbarian Barrel Baby Dragon Bowler Lightning
Zap Knight Bowler Lightning
Bowler Lightning Zap Knight Barbarian Barrel Tornado
Knight Bowler
Electro Giant Zap Tornado Baby Dragon
Knight Bowler Lightning
Knight
Zap Lightning Knight Barbarian Barrel Tornado Baby Dragon
Knight Bowler
Lightning Zap Tornado Bowler Electro Giant
Bowler Lightning Knight
Baby Dragon Bowler Electro Giant
Electro Giant Zap Knight Barbarian Barrel Tornado Baby Dragon Bowler Lightning
Bowler Zap Barbarian Barrel Baby Dragon Electro Giant

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.)

Lightning Knight Barbarian Barrel Baby Dragon
Zap Barbarian Barrel Tornado Baby Dragon Bowler
Lightning Barbarian Barrel Baby Dragon
Lightning Knight Barbarian Barrel
Zap Barbarian Barrel Baby Dragon Bowler
Electro Giant Zap Tornado Baby Dragon
Tornado Baby Dragon Bowler
Zap Barbarian Barrel Tornado Baby Dragon Bowler Lightning
Zap Tornado Lightning
Lightning Tornado Bowler
Lightning Zap Knight Barbarian Barrel Tornado Bowler
Lightning Zap Tornado Baby Dragon
Lightning Knight Barbarian Barrel Baby Dragon Bowler
Lightning Barbarian Barrel Baby Dragon
Lightning Zap Barbarian Barrel Baby Dragon
Lightning Zap Barbarian Barrel Baby Dragon Bowler
Lightning Barbarian Barrel Baby Dragon Bowler
Lightning Barbarian Barrel Tornado
Lightning
Lightning Zap Barbarian Barrel Baby Dragon Bowler
Lightning Zap Barbarian Barrel Tornado Baby Dragon Bowler Electro Giant
Lightning Baby Dragon Bowler
Lightning Tornado
Tornado Bowler Lightning
Lightning Zap Barbarian Barrel Baby Dragon
Zap Tornado Electro Giant Barbarian Barrel Baby Dragon Bowler
Zap Barbarian Barrel Tornado Baby Dragon Bowler Lightning
Lightning Zap Tornado Baby Dragon Bowler
Lightning Zap Barbarian Barrel Tornado Baby Dragon
Lightning Zap Tornado Baby Dragon Electro Giant
Zap Lightning Electro Giant
Lightning Bowler
Lightning Zap
Zap Lightning
Bowler Lightning
Zap Lightning Barbarian Barrel
Lightning Zap Tornado Baby Dragon
Barbarian Barrel
Lightning Knight Baby Dragon Bowler
Zap Baby Dragon Bowler Lightning
Lightning Zap Tornado Electro Giant
Zap Electro Giant Tornado Baby Dragon Bowler Lightning
Zap Tornado Lightning
Lightning Zap Barbarian Barrel Tornado Baby Dragon Bowler Electro Giant

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