My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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 Firecracker

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 Firecracker Bowler Electro Giant Bandit Fisherman

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.

Poison

Punishments

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

Bandit

Pump responses

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

Poison

Dropped at the bridge

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

Barbarians Electro Giant Bandit

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.

Firecracker Bandit

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 Bandit Fisherman
Giant Snowball
Archers Barbarians Fisherman
Zap
Archers Firecracker Bandit Fisherman
Barbarian Barrel
Archers Firecracker Barbarians Bandit
The Log
Archers Firecracker Barbarians Bandit Fisherman
Earthquake
Archers Firecracker Barbarians
Arrows
Archers Firecracker
Royal Delivery
Archers Firecracker Barbarians Bowler Bandit Fisherman
Fireball
Archers Firecracker Barbarians Bowler Bandit Fisherman
Poison
Archers Firecracker Barbarians Fisherman
Lightning
Bowler Bandit Fisherman
Rocket
Barbarians Bowler

Against air swarms

Spells and units that can counter air swarms.

Firecracker Poison Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Poison 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.

Poison Bowler Electro 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.

Barbarians

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.

Archers Firecracker Bandit Fisherman Poison Barbarians Bowler Electro Giant

Shortest cycle

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

12 Archers Firecracker Bandit Fisherman

Attack Synergies 0 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.

Archers
Bowler Bandit Fisherman
Firecracker
Bowler Bandit Fisherman
Barbarians
Poison
Bowler
Bowler
Archers Firecracker Poison Fisherman
Electro Giant
Fisherman
Bandit
Archers Firecracker
Fisherman
Archers Firecracker Bowler Electro Giant

Defense Synergies 0 9

Archers
Firecracker Bowler Bandit Fisherman
Firecracker
Archers Bandit Fisherman
Barbarians
Poison
Bowler
Archers Bandit
Electro Giant
Fisherman
Bandit
Archers Firecracker Bowler Fisherman
Fisherman
Archers Firecracker Electro Giant Bandit

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 Firecracker
Barbarians Firecracker Bandit Fisherman
Barbarians Bowler Fisherman Archers Bandit
Barbarians Firecracker Bowler Bandit Fisherman
Firecracker Barbarians Poison Bowler
Bowler Archers Firecracker Bandit
Archers Firecracker Poison
Bowler Barbarians Poison Electro Giant Bandit
Barbarians Fisherman
Archers Firecracker Barbarians Bowler Bandit Fisherman
Archers Barbarians Poison Firecracker Bowler Electro Giant Bandit Fisherman
Archers Firecracker Poison
Barbarians Bowler Bandit
Bowler Firecracker Barbarians Poison
Barbarians Bandit
Barbarians Bowler Electro Giant Bandit Fisherman
Barbarians Firecracker Poison Bowler Fisherman
Archers Firecracker Barbarians Bowler Bandit Fisherman
Poison Archers Firecracker Barbarians Bowler Bandit Fisherman
Barbarians Fisherman
Bowler Archers Firecracker Barbarians Poison Electro Giant Bandit Fisherman

Counters to secondary win conditions

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

Barbarians Archers Bowler Electro Giant Bandit Fisherman
Poison Bandit Archers Firecracker Bowler Fisherman
Barbarians Bandit Bowler Fisherman
Bowler Barbarians Bandit Fisherman
Barbarians Bowler Bandit Fisherman
Firecracker Poison Electro Giant Archers
Archers Barbarians Bowler Bandit
Barbarians Fisherman
Firecracker Barbarians Poison Bandit
Barbarians
Barbarians Bowler
Barbarians Poison Bowler Electro Giant
Barbarians Bowler Bandit
Archers Firecracker Barbarians Bowler Electro Giant
Barbarians Electro Giant Archers Firecracker Poison Bowler Fisherman
Poison Bowler Archers Firecracker Barbarians 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.)

Poison Firecracker Bandit
Firecracker Poison Bowler Bandit Fisherman
Poison Bandit
Firecracker Barbarians Poison
Poison Firecracker Bowler
Firecracker Poison Electro Giant
Archers Firecracker Poison Bowler
Poison Firecracker Bowler
Poison Firecracker Bandit Fisherman
Poison Bowler Fisherman
Firecracker Poison Bowler Bandit Fisherman
Poison Archers Firecracker
Poison Firecracker Bowler Bandit Fisherman
Firecracker Poison Bandit Fisherman
Firecracker Poison Fisherman
Firecracker Poison Bowler Bandit
Firecracker Poison Bowler Bandit
Poison
Fisherman
Archers Firecracker Poison Bowler Bandit Fisherman
Firecracker Poison Bowler Electro Giant
Poison Bowler
Poison
Bowler Fisherman
Barbarians Poison
Firecracker Poison Electro Giant Bowler
Fisherman
Firecracker Poison Bowler Bandit Fisherman
Poison Bowler Bandit Fisherman
Poison Firecracker Bandit Fisherman
Poison Archers Firecracker Electro Giant
Firecracker Poison Electro Giant
Bowler
Poison Bandit
Firecracker Poison
Firecracker Poison Bowler
Archers Barbarians Bandit
Poison Archers Firecracker
Poison Firecracker Bowler
Firecracker Poison Bowler
Poison Electro Giant
Firecracker
Electro Giant Firecracker Poison Bowler
Firecracker Poison
Poison Firecracker Bowler Electro Giant Bandit

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