My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Electro Wizard

Defensive buildings

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

Bomb Tower

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 Bandit Electro Wizard

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.

Arrows Poison

Punishments

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

Royal Giant 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.

Fire Spirit Barbarians Royal 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.

Bandit Electro Wizard

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 Bandit
Giant Snowball
Fire Spirit Barbarians
Zap
Fire Spirit Royal Giant Bandit
Barbarian Barrel
Fire Spirit Barbarians Bomb Tower Bandit Electro Wizard
The Log
Fire Spirit Barbarians Royal Giant Bandit
Earthquake
Barbarians Bomb Tower
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Barbarians Bandit Electro Wizard
Fireball
Barbarians Bomb Tower Bandit Electro Wizard
Poison
Barbarians Bomb Tower Electro Wizard
Lightning
Bomb Tower Bandit Electro Wizard
Rocket
Barbarians Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Poison

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Bomb Tower Poison

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.

Fire Spirit Arrows Poison

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

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.

Fire Spirit Barbarians Electro 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Arrows Bandit Bomb Tower Poison Electro Wizard Barbarians Royal Giant

Shortest cycle

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

11 Fire Spirit Arrows Bandit Bomb Tower

Attack Synergies 3 5

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.

Fire Spirit
Royal Giant Bandit
Arrows
Royal Giant Bandit
Barbarians
Royal Giant
Fire Spirit Arrows Poison Bandit Electro Wizard
Bomb Tower
Poison
Royal Giant
Bandit
Fire Spirit Arrows Royal Giant Electro Wizard
Electro Wizard
Royal Giant Bandit

Defense Synergies 0 7

Fire Spirit
Electro Wizard
Arrows
Barbarians Bomb Tower Bandit
Barbarians
Arrows
Royal Giant
Bomb Tower
Arrows Electro Wizard
Poison
Electro Wizard
Bandit
Arrows Electro Wizard
Electro Wizard
Fire Spirit Bomb Tower Poison 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.

Electro Wizard
Barbarians Bomb Tower Bandit Electro Wizard
Barbarians Bomb Tower Fire Spirit Bandit Electro Wizard
Barbarians Bomb Tower Bandit Electro Wizard
Arrows Barbarians Bomb Tower Poison
Arrows Fire Spirit Bomb Tower Bandit Electro Wizard
Electro Wizard Fire Spirit Arrows Bomb Tower Poison
Arrows Barbarians Bomb Tower Poison Bandit Electro Wizard
Barbarians Bomb Tower
Fire Spirit Barbarians Bandit Electro Wizard
Barbarians Poison Electro Wizard Arrows Bomb Tower Bandit
Arrows Poison Electro Wizard
Barbarians Bomb Tower Fire Spirit Bandit Electro Wizard
Fire Spirit Bomb Tower Arrows Barbarians Poison Electro Wizard
Barbarians Bomb Tower Bandit Electro Wizard
Barbarians Bomb Tower Bandit Electro Wizard
Barbarians Bomb Tower Arrows Poison Electro Wizard
Fire Spirit Arrows Bomb Tower Barbarians Bandit Electro Wizard
Arrows Bomb Tower Poison Fire Spirit Barbarians Bandit Electro Wizard
Barbarians Bomb Tower Electro Wizard
Fire Spirit Arrows Barbarians Bomb Tower Poison Bandit Electro Wizard

Counters to secondary win conditions

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

Barbarians Bandit Electro Wizard
Poison Bandit Electro Wizard Arrows Bomb Tower
Barbarians Bandit Bomb Tower Electro Wizard
Barbarians Bandit Electro Wizard
Barbarians Bandit
Fire Spirit Arrows Poison Bomb Tower Electro Wizard
Barbarians Bomb Tower Bandit Electro Wizard
Barbarians Bomb Tower
Electro Wizard Barbarians Bomb Tower Poison Bandit
Barbarians
Barbarians Bomb Tower
Arrows Barbarians Poison Electro Wizard
Barbarians Bomb Tower Bandit
Barbarians Bomb Tower
Barbarians Electro Wizard Bomb Tower Poison
Arrows Poison Barbarians Bomb Tower Electro Wizard

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 Arrows Bandit
Arrows Poison Bandit Electro Wizard
Arrows Poison Bandit
Arrows Barbarians Poison
Poison Fire Spirit Arrows
Arrows Poison Fire Spirit
Fire Spirit Arrows Poison
Arrows Poison Fire Spirit
Arrows Poison Bandit
Fire Spirit Poison Electro Wizard
Poison Arrows Bandit Electro Wizard
Poison Fire Spirit Arrows
Poison Fire Spirit Bandit
Arrows Poison Bandit
Arrows Poison
Arrows Poison Bandit
Arrows Poison Bandit
Arrows Poison
Fire Spirit Arrows Poison Bandit Electro Wizard
Fire Spirit Arrows Poison
Poison
Arrows Poison
Arrows Barbarians Poison
Arrows Poison Fire Spirit
Arrows Poison Bandit Electro Wizard
Arrows Poison Bandit
Poison Arrows Bandit
Poison Fire Spirit Arrows Electro Wizard
Electro Wizard Poison
Poison Arrows Bandit
Arrows Poison Electro Wizard
Arrows Poison
Electro Wizard Fire Spirit Barbarians Bandit
Poison Fire Spirit Arrows Electro Wizard
Arrows
Poison Electro Wizard
Arrows Poison
Arrows Poison
Poison Electro Wizard
Poison Electro Wizard
Poison Bandit Electro Wizard

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