My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Ice Golem Ice Wizard Inferno Dragon

Defensive buildings

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

Mortar

Investments

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

Archers Ice Golem Ice Wizard Inferno Dragon

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Giant Snowball Tornado

Punishments

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

Mortar

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.

Mortar Ice Golem

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 Guards Inferno Dragon
Giant Snowball
Archers Guards Inferno Dragon
Zap
Archers Mortar Guards Inferno Dragon
Barbarian Barrel
Archers Mortar Guards Ice Wizard
The Log
Archers Guards
Earthquake
Archers Mortar Guards
Arrows
Archers Guards
Royal Delivery
Archers Guards Ice Wizard Inferno Dragon
Fireball
Archers Mortar Ice Wizard Inferno Dragon
Poison
Archers Mortar Guards Ice Wizard
Lightning
Mortar Ice Golem Ice Wizard Inferno Dragon
Rocket
Mortar Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Ice Golem Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Mortar Ice Golem Tornado Ice Wizard

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.

Ice Golem Guards Tornado Ice Wizard Inferno Dragon

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.

Ice Golem Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Giant Snowball Ice Golem Archers Guards Tornado Ice Wizard Mortar Inferno Dragon

Shortest cycle

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

10 Giant Snowball Ice Golem Archers Guards

Attack Synergies 1 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.

Giant Snowball
Archers Mortar Ice Golem Tornado
Archers
Ice Golem Giant Snowball Mortar Inferno Dragon
Mortar
Giant Snowball Archers Ice Golem Tornado
Ice Golem
Archers Giant Snowball Mortar
Guards
Tornado
Giant Snowball Mortar Ice Wizard
Ice Wizard
Tornado
Inferno Dragon
Archers

Defense Synergies 2 22

Giant Snowball
Archers Mortar Ice Golem Guards Ice Wizard Inferno Dragon
Archers
Ice Golem Giant Snowball Mortar Guards Tornado Ice Wizard
Mortar
Giant Snowball Archers Ice Golem Guards Tornado Ice Wizard Inferno Dragon
Ice Golem
Archers Giant Snowball Mortar Guards Tornado Ice Wizard Inferno Dragon
Guards
Giant Snowball Archers Mortar Ice Golem Ice Wizard
Tornado
Ice Wizard Archers Mortar Ice Golem Inferno Dragon
Ice Wizard
Tornado Giant Snowball Archers Mortar Ice Golem Guards Inferno Dragon
Inferno Dragon
Giant Snowball Mortar Ice Golem Tornado Ice Wizard

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.

Mortar Ice Golem
Inferno Dragon Mortar Ice Wizard
Mortar Tornado Giant Snowball Archers Ice Wizard Inferno Dragon
Inferno Dragon Mortar Guards Ice Wizard
Tornado
Tornado Giant Snowball Archers Guards Ice Wizard
Giant Snowball Tornado Inferno Dragon Archers Mortar Ice Wizard
Ice Golem
Inferno Dragon Mortar Tornado Ice Wizard
Guards Tornado Giant Snowball Archers Ice Golem Ice Wizard
Archers Guards Ice Wizard Giant Snowball Ice Golem Tornado
Inferno Dragon Giant Snowball Archers Tornado Ice Wizard
Mortar Giant Snowball Guards Ice Wizard
Giant Snowball Mortar Guards Tornado
Inferno Dragon Mortar
Tornado Giant Snowball Mortar Inferno Dragon
Mortar Tornado
Mortar Giant Snowball Archers Guards Tornado Ice Wizard
Giant Snowball Mortar Tornado Archers Ice Golem Guards Ice Wizard Inferno Dragon
Mortar Tornado Inferno Dragon
Giant Snowball Archers Guards

Counters to secondary win conditions

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

Guards Giant Snowball Archers Ice Golem
Giant Snowball Archers Mortar Ice Golem Inferno Dragon
Guards Ice Golem
Guards Ice Golem Tornado
Guards Inferno Dragon
Giant Snowball Archers Ice Golem Tornado Ice Wizard
Guards Archers Ice Golem Ice Wizard
Inferno Dragon
Giant Snowball Mortar Ice Golem Tornado Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Guards
Giant Snowball Guards Tornado
Ice Golem Guards
Archers
Guards Archers Mortar Ice Golem Tornado Inferno Dragon
Giant Snowball Archers Ice Golem Ice Wizard Inferno 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.)

Mortar Ice Golem Guards
Mortar Giant Snowball Tornado Ice Wizard
Ice Golem Guards
Giant Snowball Mortar
Giant Snowball Ice Golem Tornado Ice Wizard
Archers Mortar Tornado
Giant Snowball Ice Golem Tornado Ice Wizard
Giant Snowball Mortar Tornado
Giant Snowball Guards Tornado
Mortar Tornado
Giant Snowball Archers Tornado
Giant Snowball Mortar Ice Golem
Mortar
Giant Snowball Mortar Ice Golem
Giant Snowball Mortar
Mortar
Giant Snowball Mortar Tornado
Giant Snowball Archers Mortar
Giant Snowball Mortar Tornado
Giant Snowball Tornado
Tornado
Giant Snowball Mortar
Giant Snowball Ice Golem Tornado Mortar Ice Wizard
Inferno Dragon
Mortar Giant Snowball Tornado Ice Wizard
Giant Snowball Mortar Tornado
Mortar Tornado
Giant Snowball Archers Ice Golem Tornado Ice Wizard
Giant Snowball Guards
Giant Snowball
Giant Snowball Mortar
Giant Snowball
Giant Snowball
Archers Guards
Giant Snowball Archers Tornado Ice Wizard
Giant Snowball Mortar Ice Golem
Giant Snowball Tornado
Giant Snowball Guards Tornado
Giant Snowball Tornado
Giant Snowball Mortar Tornado

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