My Best Clash Royale Deck

Deck Check Rating

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

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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.

Minions Mega Minion 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.

Knight Mega Minion Wizard Dark Prince Bandit

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap

Punishments

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

Dark Prince Bandit

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.

Knight Dark Prince 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.

Dark Prince 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
Minions Skeleton Army Dark Prince Bandit
Giant Snowball
Minions Mega Minion Skeleton Army
Zap
Minions Skeleton Army Dark Prince Bandit
Barbarian Barrel
Knight Wizard Skeleton Army Dark Prince Bandit
The Log
Skeleton Army Dark Prince Bandit
Earthquake
Skeleton Army
Arrows
Minions Skeleton Army
Royal Delivery
Knight Minions Mega Minion Wizard Skeleton Army Dark Prince Bandit
Fireball
Minions Mega Minion Wizard Skeleton Army Bandit
Poison
Minions Mega Minion Wizard Skeleton Army
Lightning
Knight Mega Minion Wizard Dark Prince Bandit
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Dark Prince

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.

Knight Mega Minion Skeleton Army Dark Prince

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.

Skeleton Army

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

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.

Zap Knight Minions Mega Minion Skeleton Army Bandit Dark Prince Wizard

Shortest cycle

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

11 Zap Knight Minions Mega Minion

Attack Synergies 3 10

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
Mega Minion Knight Minions Dark Prince Bandit
Knight
Minions Mega Minion Zap Wizard
Minions
Knight Zap Dark Prince Bandit
Mega Minion
Zap Knight
Wizard
Knight Dark Prince Bandit
Skeleton Army
Dark Prince
Zap Minions Wizard Bandit
Bandit
Zap Minions Wizard Dark Prince

Defense Synergies 3 18

Zap
Mega Minion Knight Minions Skeleton Army Dark Prince Bandit
Knight
Minions Mega Minion Zap Wizard Skeleton Army
Minions
Knight Zap Dark Prince Bandit
Mega Minion
Zap Knight Wizard Skeleton Army Dark Prince Bandit
Wizard
Knight Mega Minion Skeleton Army Dark Prince Bandit
Skeleton Army
Zap Knight Mega Minion Wizard Bandit
Dark Prince
Zap Minions Mega Minion Wizard Bandit
Bandit
Zap Minions Mega Minion Wizard Skeleton Army Dark Prince

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 Knight Minions Mega Minion Wizard
Skeleton Army Zap Knight Minions Mega Minion Dark Prince Bandit
Skeleton Army Knight Minions Mega Minion Dark Prince Bandit
Skeleton Army Knight Minions Mega Minion Dark Prince Bandit
Skeleton Army Dark Prince
Skeleton Army Zap Minions Mega Minion Dark Prince Bandit
Minions Mega Minion Zap Wizard
Zap Bandit
Minions Skeleton Army
Knight Skeleton Army Dark Prince Bandit
Minions Skeleton Army Zap Knight Mega Minion Wizard Dark Prince Bandit
Minions Mega Minion Zap Wizard
Skeleton Army Zap Knight Minions Wizard Dark Prince Bandit
Wizard Skeleton Army Zap Minions Mega Minion Dark Prince
Skeleton Army Knight Bandit
Skeleton Army Zap Bandit
Wizard Knight Minions Skeleton Army Dark Prince
Zap Knight Minions Mega Minion Wizard Skeleton Army Dark Prince Bandit
Zap Wizard Knight Minions Mega Minion Dark Prince Bandit
Wizard Skeleton Army Dark Prince Knight Minions Bandit

Counters to secondary win conditions

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

Knight Skeleton Army Zap Dark Prince Bandit
Bandit Zap Knight Mega Minion Wizard
Skeleton Army Bandit Zap Knight Minions Dark Prince
Skeleton Army Dark Prince Zap Knight Bandit
Knight Skeleton Army Dark Prince Bandit
Wizard Zap Minions
Skeleton Army Dark Prince Knight Minions Mega Minion Bandit
Knight Skeleton Army Dark Prince
Zap Knight Minions Mega Minion Skeleton Army Dark Prince Bandit
Mega Minion Skeleton Army
Knight Minions Mega Minion Dark Prince
Skeleton Army Zap Dark Prince
Skeleton Army Dark Prince Knight Wizard Bandit
Wizard Skeleton Army
Skeleton Army Zap Knight Minions Mega Minion Dark Prince
Minions Zap Mega Minion Wizard Dark Prince

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.)

Knight Bandit
Zap Bandit
Bandit
Knight Dark Prince
Wizard Zap Dark Prince
Wizard Zap Minions Mega Minion
Wizard
Zap Wizard
Zap Wizard Bandit
Minions
Zap Knight Wizard Dark Prince Bandit
Zap Wizard
Knight Bandit
Minions Bandit
Zap
Zap Wizard Bandit
Wizard Bandit
Minions
Zap Mega Minion Wizard Dark Prince Bandit
Zap Wizard
Minions
Wizard
Zap
Zap Wizard Dark Prince
Mega Minion
Zap Wizard Bandit
Zap Wizard Bandit
Zap Bandit
Zap Wizard
Zap Minions Mega Minion Wizard
Mega Minion
Zap Wizard Bandit
Zap
Wizard
Zap Minions Skeleton Army Dark Prince Bandit
Zap Mega Minion Wizard
Knight Mega Minion Wizard Dark Prince
Zap Wizard
Zap
Mega Minion Dark Prince
Zap Minions
Zap
Zap Dark Prince Bandit

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