My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
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!
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.

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.

Royal Giant Wizard Dark Prince

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.

Rage Tornado

Punishments

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

Royal Giant Elite Barbarians Dark Prince

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.

Barbarians Royal Giant Elite Barbarians Dark Prince

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.

Elite Barbarians Dark Prince

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 Elite Barbarians Dark Prince
Giant Snowball
Barbarians
Zap
Royal Giant Dark Prince
Barbarian Barrel
Barbarians Elite Barbarians Wizard Dark Prince
The Log
Barbarians Royal Giant Elite Barbarians Dark Prince
Earthquake
Barbarians
Arrows
Royal Delivery
Barbarians Elite Barbarians Wizard Dark Prince
Fireball
Barbarians Elite Barbarians Wizard
Poison
Barbarians Wizard
Lightning
Elite Barbarians Wizard Dark Prince
Rocket
Barbarians Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Tornado Dark Prince

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.

Rage Tornado 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.

Royal Giant Elite Barbarians

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 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.

Mirror Rage Tornado Dark Prince Barbarians Wizard Royal Giant Elite Barbarians

Shortest cycle

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

9 Mirror Rage Tornado Dark Prince

Attack Synergies 2 11

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.

Barbarians
Royal Giant
Elite Barbarians Wizard Mirror Tornado Dark Prince
Elite Barbarians
Rage Royal Giant Wizard
Wizard
Tornado Royal Giant Elite Barbarians Rage Dark Prince
Mirror
Royal Giant Tornado
Rage
Elite Barbarians Wizard Dark Prince
Tornado
Wizard Royal Giant Mirror Dark Prince
Dark Prince
Royal Giant Wizard Rage Tornado

Defense Synergies 3 3

Barbarians
Royal Giant
Elite Barbarians
Dark Prince Wizard
Wizard
Tornado Elite Barbarians Dark Prince
Mirror
Tornado
Rage
Tornado
Wizard Mirror Dark Prince
Dark Prince
Elite Barbarians Wizard Tornado

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.

Wizard
Barbarians Elite Barbarians Dark Prince
Barbarians Tornado Elite Barbarians Dark Prince
Barbarians Elite Barbarians Dark Prince
Barbarians Elite Barbarians Tornado Dark Prince
Tornado Dark Prince
Tornado Wizard
Barbarians
Barbarians Elite Barbarians Tornado
Elite Barbarians Tornado Barbarians Dark Prince
Barbarians Wizard Tornado Dark Prince
Wizard Tornado
Barbarians Elite Barbarians Wizard Dark Prince
Wizard Barbarians Tornado Dark Prince
Barbarians Elite Barbarians
Barbarians Tornado Elite Barbarians
Barbarians Wizard Elite Barbarians Tornado Dark Prince
Barbarians Elite Barbarians Wizard Tornado Dark Prince
Wizard Tornado Barbarians Dark Prince
Barbarians Elite Barbarians Tornado
Wizard Dark Prince Barbarians Elite Barbarians

Counters to secondary win conditions

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

Barbarians Elite Barbarians Dark Prince
Elite Barbarians Wizard
Barbarians Elite Barbarians Dark Prince
Dark Prince Barbarians Elite Barbarians Tornado
Barbarians Elite Barbarians Dark Prince
Wizard Tornado
Dark Prince Barbarians Elite Barbarians
Barbarians Elite Barbarians Dark Prince
Barbarians Elite Barbarians Tornado Dark Prince
Barbarians
Barbarians Elite Barbarians Dark Prince
Barbarians Elite Barbarians Tornado Dark Prince
Barbarians Elite Barbarians Dark Prince Wizard
Wizard Barbarians
Barbarians Elite Barbarians Tornado Dark Prince
Barbarians Elite Barbarians 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.)

Tornado
Barbarians Dark Prince
Wizard Dark Prince
Wizard Tornado
Wizard Tornado
Wizard Tornado
Wizard Tornado
Elite Barbarians Tornado
Wizard Tornado Dark Prince
Wizard Tornado
Elite Barbarians
Elite Barbarians
Wizard
Wizard
Tornado
Wizard Dark Prince
Wizard Tornado
Wizard Tornado
Tornado
Barbarians
Tornado Wizard Dark Prince
Wizard Tornado
Wizard Tornado
Tornado
Elite Barbarians Wizard Tornado
Wizard
Elite Barbarians
Wizard
Wizard
Barbarians Dark Prince
Wizard Tornado
Wizard Dark Prince
Wizard
Tornado
Elite Barbarians Dark Prince
Elite Barbarians Tornado
Tornado
Tornado Dark Prince

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