My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Ice Wizard Inferno Dragon

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.

Bats Dark Prince Balloon Ice Wizard Inferno Dragon

Offensive cards

Win conditions

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

Balloon

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.

Elite Barbarians Dark Prince 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.

Elite Barbarians Dark Prince 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.

Elite Barbarians Dark Prince Balloon

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Dark Prince Ice Wizard

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.

Bats Arrows Dark Prince Ice Wizard Inferno Dragon

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.

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.

Ice 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.

Bats Zap Arrows Ice Wizard Dark Prince Inferno Dragon Balloon Elite Barbarians

Shortest cycle

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

10 Bats Zap Arrows Ice Wizard

Attack Synergies 6 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.

Bats
Balloon Zap Elite Barbarians Dark Prince Inferno Dragon
Zap
Arrows Elite Barbarians Balloon Bats Dark Prince Ice Wizard
Arrows
Zap Elite Barbarians Balloon Dark Prince
Elite Barbarians
Zap Arrows Bats
Dark Prince
Bats Zap Arrows Balloon Ice Wizard
Balloon
Bats Zap Arrows Dark Prince Ice Wizard
Ice Wizard
Zap Dark Prince Balloon
Inferno Dragon
Bats

Defense Synergies 1 13

Bats
Zap Dark Prince Ice Wizard Inferno Dragon
Zap
Bats Arrows Elite Barbarians Dark Prince Ice Wizard Inferno Dragon
Arrows
Zap Dark Prince Ice Wizard
Elite Barbarians
Dark Prince Zap
Dark Prince
Elite Barbarians Bats Zap Arrows Ice Wizard
Balloon
Ice Wizard
Bats Zap Arrows Dark Prince Inferno Dragon
Inferno Dragon
Bats Zap Ice Wizard

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
Elite Barbarians Inferno Dragon Bats Zap Dark Prince Ice Wizard
Bats Elite Barbarians Dark Prince Ice Wizard Inferno Dragon
Elite Barbarians Inferno Dragon Bats Dark Prince Ice Wizard
Arrows Elite Barbarians Dark Prince
Arrows Bats Zap Dark Prince Ice Wizard
Bats Inferno Dragon Zap Arrows Ice Wizard
Zap Arrows
Inferno Dragon Elite Barbarians Ice Wizard
Elite Barbarians Dark Prince Ice Wizard
Bats Ice Wizard Zap Arrows Dark Prince
Arrows Inferno Dragon Bats Zap Ice Wizard
Bats Zap Elite Barbarians Dark Prince Ice Wizard
Bats Zap Arrows Dark Prince
Elite Barbarians Inferno Dragon
Zap Elite Barbarians Inferno Dragon
Bats Arrows Elite Barbarians Dark Prince
Arrows Bats Zap Elite Barbarians Dark Prince Ice Wizard
Zap Arrows Bats Dark Prince Ice Wizard Inferno Dragon
Elite Barbarians Inferno Dragon
Dark Prince Bats Arrows Elite Barbarians

Counters to secondary win conditions

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

Zap Elite Barbarians Dark Prince
Zap Arrows Elite Barbarians Inferno Dragon
Bats Zap Elite Barbarians Dark Prince
Dark Prince Bats Zap Elite Barbarians
Elite Barbarians Dark Prince Inferno Dragon
Arrows Bats Zap Ice Wizard
Dark Prince Bats Elite Barbarians Ice Wizard
Elite Barbarians Dark Prince Inferno Dragon
Zap Bats Elite Barbarians Dark Prince Inferno Dragon
Inferno Dragon
Inferno Dragon Bats Elite Barbarians Dark Prince
Zap Arrows Elite Barbarians Dark Prince
Elite Barbarians Dark Prince
Elite Barbarians Bats Zap Dark Prince Inferno Dragon
Bats Arrows Zap Elite Barbarians Dark Prince Ice Wizard Inferno Dragon

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
Arrows Zap Ice Wizard
Arrows
Arrows Dark Prince
Zap Arrows Dark Prince
Arrows Bats Zap Ice Wizard
Arrows
Arrows Zap Ice Wizard
Arrows Zap
Bats Elite Barbarians
Zap Arrows Dark Prince
Zap Arrows
Elite Barbarians
Arrows
Zap Arrows Elite Barbarians
Zap Arrows
Arrows
Arrows
Bats
Zap Arrows Dark Prince
Zap Arrows
Arrows
Zap Arrows
Zap Arrows Dark Prince Ice Wizard
Inferno Dragon
Arrows Zap Ice Wizard
Zap Arrows
Zap Arrows
Elite Barbarians Bats Zap Arrows Ice Wizard
Zap Bats
Elite Barbarians
Zap Arrows
Zap Arrows
Arrows
Zap Bats Dark Prince
Zap Arrows Ice Wizard
Arrows
Dark Prince
Arrows Zap
Zap Arrows
Elite Barbarians Dark Prince
Zap Bats Elite Barbarians
Bats Zap
Zap Dark Prince

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