My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
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 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!
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.

Minions Wizard Baby Dragon Electro Wizard

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.

Wizard Baby Dragon Electro Wizard Sparky

Offensive cards

Win conditions

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

Hog Rider Goblin Barrel

Damage spells

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

Arrows

Punishments

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

Hog Rider Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Hog Rider Baby Dragon

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.

Hog Rider Goblin Barrel 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
Minions Hog Rider Goblin Barrel Sparky
Giant Snowball
Minions Hog Rider Goblin Barrel Baby Dragon
Zap
Minions Goblin Barrel Sparky
Barbarian Barrel
Wizard Goblin Barrel Electro Wizard Sparky
The Log
Hog Rider Goblin Barrel Sparky
Earthquake
Hog Rider Goblin Barrel
Arrows
Minions Goblin Barrel
Royal Delivery
Minions Hog Rider Wizard Goblin Barrel Baby Dragon Electro Wizard Sparky
Fireball
Minions Hog Rider Wizard Goblin Barrel Baby Dragon Electro Wizard Sparky
Poison
Minions Wizard Electro Wizard Sparky
Lightning
Wizard Baby Dragon Electro Wizard Sparky
Rocket
Hog Rider Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Baby Dragon Sparky

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.

Arrows Baby 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.

Goblin Barrel

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.

Minions Wizard Goblin Barrel 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Minions Goblin Barrel Hog Rider Baby Dragon Electro Wizard Wizard Sparky

Shortest cycle

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

13 Arrows Minions Goblin Barrel Hog Rider

Attack Synergies 3 13

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.

Arrows
Hog Rider Sparky Goblin Barrel
Minions
Hog Rider Baby Dragon Sparky
Hog Rider
Arrows Minions Wizard Goblin Barrel Baby Dragon Electro Wizard
Wizard
Hog Rider Sparky
Goblin Barrel
Arrows Hog Rider Baby Dragon Sparky
Baby Dragon
Minions Hog Rider Goblin Barrel Electro Wizard Sparky
Electro Wizard
Hog Rider Baby Dragon Sparky
Sparky
Arrows Minions Wizard Goblin Barrel Baby Dragon Electro Wizard

Defense Synergies 0 4

Arrows
Sparky
Minions
Baby Dragon Electro Wizard
Hog Rider
Wizard
Electro Wizard
Goblin Barrel
Baby Dragon
Minions
Electro Wizard
Minions Wizard
Sparky
Arrows

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.

Minions Wizard Baby Dragon Electro Wizard Sparky
Sparky Minions Electro Wizard
Sparky Minions Electro Wizard
Sparky Minions Electro Wizard
Arrows Sparky
Arrows Minions Baby Dragon Electro Wizard
Minions Electro Wizard Arrows Wizard Baby Dragon
Arrows Baby Dragon Electro Wizard Sparky
Sparky Minions
Electro Wizard Sparky
Minions Electro Wizard Arrows Wizard Baby Dragon
Arrows Minions Wizard Baby Dragon Electro Wizard
Sparky Minions Wizard Electro Wizard
Wizard Sparky Arrows Minions Baby Dragon Electro Wizard
Sparky Electro Wizard
Electro Wizard Sparky
Wizard Sparky Arrows Minions Electro Wizard
Arrows Minions Wizard Baby Dragon Electro Wizard
Arrows Wizard Baby Dragon Minions Electro Wizard
Sparky Electro Wizard
Wizard Arrows Minions Baby Dragon Electro Wizard Sparky

Counters to secondary win conditions

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

Electro Wizard Sparky
Electro Wizard Arrows Wizard Baby Dragon
Minions Electro Wizard Sparky
Electro Wizard Sparky
Sparky
Arrows Wizard Minions Baby Dragon Electro Wizard
Sparky Minions Electro Wizard
Sparky
Electro Wizard Minions Baby Dragon Sparky
Sparky
Minions Sparky
Arrows Electro Wizard
Wizard Sparky
Wizard Baby Dragon Sparky
Electro Wizard Sparky Minions Baby Dragon
Arrows Minions Wizard Baby Dragon Electro Wizard 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 Baby Dragon Sparky
Arrows Baby Dragon Electro Wizard
Arrows Baby Dragon Sparky
Arrows Sparky
Wizard Arrows Baby Dragon Sparky
Arrows Wizard Minions Baby Dragon
Arrows Wizard Baby Dragon Sparky
Arrows Wizard Baby Dragon
Arrows Wizard
Minions Electro Wizard Sparky
Arrows Wizard Electro Wizard Sparky
Arrows Wizard Baby Dragon
Baby Dragon Sparky
Arrows Minions Baby Dragon
Arrows Baby Dragon Sparky
Arrows Wizard Baby Dragon Sparky
Arrows Wizard Baby Dragon Sparky
Arrows Sparky
Minions Sparky
Arrows Wizard Baby Dragon Electro Wizard Sparky
Arrows Wizard Baby Dragon
Minions Baby Dragon Sparky
Arrows Wizard
Sparky
Arrows Baby Dragon
Arrows Wizard Baby Dragon Sparky
Arrows Wizard Baby Dragon Electro Wizard Sparky
Arrows Wizard Baby Dragon Sparky
Arrows Baby Dragon Sparky
Arrows Wizard Baby Dragon Electro Wizard Sparky
Electro Wizard Minions Wizard
Sparky
Arrows Wizard Sparky
Arrows Electro Wizard Sparky
Sparky
Arrows Wizard Sparky
Electro Wizard Minions
Arrows Wizard Baby Dragon Electro Wizard
Arrows
Wizard Baby Dragon Electro Wizard Sparky
Arrows Wizard Baby Dragon
Arrows Sparky
Sparky
Minions Baby Dragon Electro Wizard Sparky
Electro Wizard
Baby Dragon Electro Wizard Sparky

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