My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Inferno 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.

Royal Giant Dark Prince Inferno Dragon Sparky

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Arrows Tornado

Punishments

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

Royal Giant Dark Prince

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.

Royal Giant Dark Prince

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.

Dark Prince

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 Skeleton Army Dark Prince Inferno Dragon Sparky
Giant Snowball
Skeleton Army Inferno Dragon
Zap
Royal Giant Skeleton Army Dark Prince Inferno Dragon Sparky
Barbarian Barrel
Skeleton Army Dark Prince Sparky
The Log
Royal Giant Skeleton Army Dark Prince Sparky
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Skeleton Army Dark Prince Inferno Dragon Sparky
Fireball
Skeleton Army Inferno Dragon Sparky
Poison
Skeleton Army Sparky
Lightning
Dark Prince Inferno Dragon Sparky
Rocket
Inferno Dragon Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Tornado Dark Prince Sparky

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.

Arrows Skeleton Army Tornado Dark Prince Inferno Dragon Sparky

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 Skeleton Army

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Skeleton Army Tornado Dark Prince Inferno Dragon Royal Giant Sparky

Shortest cycle

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

11 Zap Arrows Skeleton Army Tornado

Attack Synergies 6 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.

Zap
Arrows Tornado Sparky Royal Giant Dark Prince
Arrows
Zap Royal Giant Sparky Dark Prince
Royal Giant
Arrows Zap Tornado Dark Prince Sparky
Skeleton Army
Sparky
Tornado
Zap Sparky Royal Giant Dark Prince
Dark Prince
Zap Arrows Royal Giant Tornado Sparky
Inferno Dragon
Sparky
Zap Arrows Tornado Royal Giant Skeleton Army Dark Prince

Defense Synergies 1 14

Zap
Arrows Skeleton Army Tornado Dark Prince Inferno Dragon Sparky
Arrows
Zap Tornado Dark Prince Sparky
Royal Giant
Skeleton Army
Zap Inferno Dragon Sparky
Tornado
Sparky Zap Arrows Dark Prince Inferno Dragon Sparky
Dark Prince
Zap Arrows Tornado
Inferno Dragon
Zap Skeleton Army Tornado
Sparky
Tornado Zap Arrows Skeleton Army 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.

Zap Sparky
Skeleton Army Inferno Dragon Sparky Zap Dark Prince
Skeleton Army Tornado Sparky Dark Prince Inferno Dragon
Skeleton Army Inferno Dragon Sparky Dark Prince
Arrows Skeleton Army Tornado Dark Prince Sparky
Arrows Skeleton Army Tornado Zap Dark Prince
Tornado Inferno Dragon Zap Arrows
Zap Arrows Sparky
Inferno Dragon Sparky Skeleton Army Tornado
Skeleton Army Tornado Dark Prince Sparky
Skeleton Army Zap Arrows Tornado Dark Prince
Arrows Inferno Dragon Zap Tornado
Skeleton Army Sparky Zap Dark Prince
Skeleton Army Sparky Zap Arrows Tornado Dark Prince
Skeleton Army Inferno Dragon Sparky
Skeleton Army Tornado Zap Inferno Dragon Sparky
Sparky Arrows Skeleton Army Tornado Dark Prince
Arrows Zap Skeleton Army Tornado Dark Prince
Zap Arrows Tornado Dark Prince Inferno Dragon
Sparky Tornado Inferno Dragon
Skeleton Army Dark Prince Arrows Sparky

Counters to secondary win conditions

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

Skeleton Army Zap Dark Prince Sparky
Zap Arrows Inferno Dragon
Skeleton Army Zap Dark Prince Sparky
Skeleton Army Dark Prince Zap Tornado Sparky
Skeleton Army Dark Prince Inferno Dragon Sparky
Arrows Zap Tornado
Skeleton Army Dark Prince Sparky
Skeleton Army Dark Prince Inferno Dragon Sparky
Zap Skeleton Army Tornado Dark Prince Inferno Dragon Sparky
Skeleton Army Inferno Dragon Sparky
Inferno Dragon Dark Prince Sparky
Skeleton Army Zap Arrows Tornado Dark Prince
Skeleton Army Dark Prince Sparky
Skeleton Army Sparky
Skeleton Army Sparky Zap Tornado Dark Prince Inferno Dragon
Arrows Zap Dark Prince Inferno Dragon Sparky

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 Sparky
Arrows Zap Tornado
Arrows Sparky
Arrows Dark Prince Sparky
Zap Arrows Dark Prince Sparky
Arrows Zap Tornado
Arrows Tornado Sparky
Arrows Zap Tornado
Arrows Zap Tornado
Tornado Sparky
Zap Arrows Tornado Dark Prince Sparky
Zap Arrows Tornado
Sparky
Arrows
Zap Arrows Sparky
Zap Arrows Sparky
Arrows Sparky
Arrows Tornado Sparky
Sparky
Zap Arrows Dark Prince Sparky
Zap Arrows Tornado
Sparky
Arrows Tornado
Tornado Sparky
Zap Arrows
Zap Arrows Tornado Dark Prince Sparky
Inferno Dragon
Arrows Zap Tornado Sparky
Zap Arrows Tornado Sparky
Zap Arrows Tornado Sparky
Zap Arrows Tornado Sparky
Zap
Sparky
Zap Arrows Sparky
Zap Arrows Sparky
Sparky
Arrows Sparky
Zap Skeleton Army Dark Prince
Zap Arrows Tornado
Arrows
Dark Prince Sparky
Arrows Zap
Zap Arrows Tornado Sparky
Dark Prince Sparky
Zap Tornado Sparky
Zap Tornado
Zap Tornado Dark Prince Sparky

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