My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions 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.

Giant Wizard Elixir Collector Sparky

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Arrows

Punishments

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

Giant

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Barbarians Giant

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 Giant Sparky
Giant Snowball
Minions Barbarians
Zap
Minions Sparky
Barbarian Barrel
Barbarians Wizard Sparky
The Log
Barbarians Sparky
Earthquake
Barbarians Elixir Collector
Arrows
Minions
Royal Delivery
Minions Barbarians Wizard Sparky
Fireball
Minions Barbarians Wizard Elixir Collector Sparky
Poison
Minions Barbarians Wizard Elixir Collector Sparky
Lightning
Wizard Elixir Collector Sparky
Rocket
Barbarians Wizard Elixir Collector Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard 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 Elixir Collector Sparky

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Minions Barbarians Giant Wizard Elixir Collector Sparky

Shortest cycle

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

13 Zap Arrows Minions Barbarians

Attack Synergies 7 4

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
Arrows Giant Sparky Minions
Arrows
Zap Giant Sparky
Minions
Giant Zap Sparky
Barbarians
Giant
Zap Arrows Minions Sparky Wizard
Wizard
Giant Sparky
Elixir Collector
Sparky
Zap Arrows Giant Minions Wizard

Defense Synergies 0 6

Zap
Arrows Minions Barbarians Sparky
Arrows
Zap Barbarians Sparky
Minions
Zap
Barbarians
Zap Arrows
Giant
Wizard
Elixir Collector
Sparky
Zap 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.

Zap Minions Wizard Sparky
Barbarians Sparky Zap Minions
Barbarians Sparky Minions
Barbarians Sparky Minions
Arrows Barbarians Sparky
Arrows Zap Minions
Minions Zap Arrows Wizard
Zap Arrows Barbarians Sparky
Barbarians Sparky Minions
Barbarians Sparky
Minions Barbarians Zap Arrows Wizard
Arrows Minions Zap Wizard
Barbarians Sparky Zap Minions Wizard
Wizard Sparky Zap Arrows Minions Barbarians
Barbarians Sparky
Barbarians Zap Sparky
Barbarians Wizard Sparky Arrows Minions
Arrows Zap Minions Barbarians Wizard
Zap Arrows Wizard Minions Barbarians
Barbarians Sparky
Wizard Arrows Minions Barbarians Sparky

Counters to secondary win conditions

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

Barbarians Zap Sparky
Zap Arrows Wizard
Barbarians Zap Minions Sparky
Zap Barbarians Sparky
Barbarians Sparky
Arrows Wizard Zap Minions
Sparky Minions Barbarians
Barbarians Sparky
Zap Minions Barbarians Sparky
Barbarians Sparky
Minions Barbarians Sparky
Zap Arrows Barbarians
Barbarians Wizard Sparky
Wizard Barbarians Sparky
Barbarians Sparky Zap Minions
Arrows Minions Zap Barbarians 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 Sparky
Arrows Zap
Arrows Sparky
Arrows Barbarians Sparky
Wizard Zap Arrows Sparky
Arrows Wizard Zap Minions
Arrows Wizard Sparky
Arrows Zap Wizard
Arrows Zap Wizard
Minions Sparky
Zap Arrows Wizard Sparky
Zap Arrows Wizard
Sparky
Arrows Minions
Zap Arrows Sparky
Zap Arrows Wizard Sparky
Arrows Wizard Sparky
Arrows Sparky
Minions Sparky
Zap Arrows Wizard Sparky
Zap Arrows Wizard
Minions Sparky
Arrows Wizard
Sparky
Zap Arrows Barbarians
Zap Arrows Wizard Sparky
Arrows Zap Wizard Sparky
Zap Arrows Wizard Sparky
Zap Arrows Sparky
Zap Arrows Wizard Sparky
Zap Minions Wizard
Sparky
Zap Arrows Wizard Sparky
Zap Arrows Sparky
Sparky
Arrows Wizard Sparky
Zap Minions Barbarians
Zap Arrows Wizard
Arrows
Wizard Sparky
Arrows Zap Wizard
Zap Arrows Sparky
Sparky
Zap Minions Sparky
Zap
Zap Sparky

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