My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Minion Horde 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.

Balloon Electro Wizard

Offensive cards

Win conditions

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

Hog Rider Balloon

Damage spells

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

Tornado Freeze

Punishments

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

Hog Rider Balloon

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.

Fire Spirit Barbarians Minion Horde Hog Rider Balloon

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 Balloon 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
Minion Horde Hog Rider Balloon
Giant Snowball
Fire Spirit Barbarians Minion Horde Hog Rider Balloon
Zap
Fire Spirit Minion Horde Balloon
Barbarian Barrel
Fire Spirit Barbarians Electro Wizard
The Log
Fire Spirit Barbarians Hog Rider
Earthquake
Barbarians Hog Rider
Arrows
Fire Spirit Minion Horde
Royal Delivery
Fire Spirit Barbarians Minion Horde Hog Rider Balloon Electro Wizard
Fireball
Barbarians Minion Horde Hog Rider Balloon Electro Wizard
Poison
Barbarians Minion Horde Balloon Electro Wizard
Lightning
Balloon Electro Wizard
Rocket
Barbarians Minion Horde Hog Rider Balloon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Tornado Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Tornado Freeze

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 Tornado Freeze

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 Minion Horde 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.

Fire Spirit Tornado Hog Rider Freeze Electro Wizard Barbarians Minion Horde Balloon

Shortest cycle

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

12 Fire Spirit Tornado Hog Rider Freeze

Attack Synergies 3 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.

Fire Spirit
Hog Rider Balloon
Barbarians
Hog Rider Balloon
Minion Horde
Hog Rider Freeze
Hog Rider
Fire Spirit Freeze Barbarians Minion Horde Tornado Balloon Electro Wizard
Tornado
Hog Rider Freeze Balloon
Freeze
Hog Rider Balloon Minion Horde Tornado
Balloon
Freeze Fire Spirit Barbarians Hog Rider Tornado Electro Wizard
Electro Wizard
Hog Rider Balloon

Defense Synergies 0 7

Fire Spirit
Tornado Electro Wizard
Barbarians
Minion Horde
Minion Horde
Barbarians Tornado Freeze
Hog Rider
Tornado
Fire Spirit Minion Horde Electro Wizard
Freeze
Minion Horde Electro Wizard
Balloon
Electro Wizard
Fire Spirit Tornado Freeze

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.

Minion Horde Electro Wizard
Barbarians Minion Horde Electro Wizard
Barbarians Minion Horde Tornado Fire Spirit Freeze Electro Wizard
Barbarians Minion Horde Electro Wizard
Barbarians Tornado
Tornado Freeze Fire Spirit Electro Wizard
Minion Horde Tornado Electro Wizard Fire Spirit Freeze
Barbarians Electro Wizard
Barbarians Minion Horde Tornado
Tornado Fire Spirit Barbarians Minion Horde Electro Wizard
Barbarians Minion Horde Electro Wizard Tornado Freeze
Minion Horde Tornado Electro Wizard
Barbarians Minion Horde Fire Spirit Freeze Electro Wizard
Fire Spirit Barbarians Minion Horde Tornado Freeze Electro Wizard
Barbarians Minion Horde Electro Wizard
Barbarians Minion Horde Tornado Freeze Electro Wizard
Barbarians Minion Horde Tornado Electro Wizard
Fire Spirit Barbarians Minion Horde Tornado Electro Wizard
Tornado Freeze Fire Spirit Barbarians Electro Wizard
Barbarians Tornado Electro Wizard
Fire Spirit Barbarians Minion Horde Electro Wizard

Counters to secondary win conditions

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

Barbarians Electro Wizard
Electro Wizard
Barbarians Minion Horde Electro Wizard
Barbarians Minion Horde Tornado Electro Wizard
Barbarians Minion Horde
Fire Spirit Minion Horde Tornado Freeze Electro Wizard
Barbarians Minion Horde Electro Wizard
Barbarians Minion Horde
Minion Horde Freeze Electro Wizard Barbarians Tornado
Barbarians Minion Horde
Barbarians Minion Horde
Barbarians Tornado Electro Wizard
Barbarians Minion Horde
Barbarians Minion Horde
Barbarians Electro Wizard Minion Horde Tornado Freeze
Barbarians Minion Horde Freeze 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.)

Minion Horde Freeze
Tornado Electro Wizard
Minion Horde
Barbarians Freeze
Fire Spirit Minion Horde
Fire Spirit Minion Horde Tornado Freeze
Fire Spirit Minion Horde Tornado
Fire Spirit Tornado Freeze
Tornado
Fire Spirit Minion Horde Tornado Electro Wizard
Minion Horde Tornado Electro Wizard
Fire Spirit Tornado
Fire Spirit
Minion Horde Freeze
Minion Horde
Minion Horde
Tornado Freeze
Minion Horde
Fire Spirit Electro Wizard
Fire Spirit Tornado
Minion Horde
Tornado
Tornado
Barbarians Minion Horde
Tornado Freeze Fire Spirit
Minion Horde
Tornado Electro Wizard
Tornado
Tornado
Fire Spirit Minion Horde Tornado Electro Wizard
Electro Wizard Minion Horde Freeze
Minion Horde
Minion Horde
Minion Horde Freeze Electro Wizard
Minion Horde
Minion Horde Electro Wizard Fire Spirit Barbarians Freeze
Fire Spirit Tornado Electro Wizard
Freeze
Minion Horde Electro Wizard
Tornado
Minion Horde
Minion Horde Tornado Freeze Electro Wizard
Tornado Electro Wizard
Tornado Freeze Electro Wizard

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