My Best Clash Royale Deck

Deck Check Rating

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

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.

Fire Spirit Bats 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.

Ice Spirit Bats Knight Wizard

Offensive cards

Win conditions

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

Hog Rider

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.

Elite Barbarians Hog Rider

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 Ice Spirit Knight Elite Barbarians Hog Rider

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 Hog Rider

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 Hog Rider
Giant Snowball
Fire Spirit Bats Hog Rider
Zap
Fire Spirit Bats
Barbarian Barrel
Fire Spirit Ice Spirit Knight Elite Barbarians Wizard
The Log
Fire Spirit Ice Spirit Elite Barbarians Hog Rider
Earthquake
Hog Rider
Arrows
Fire Spirit Ice Spirit Bats
Royal Delivery
Fire Spirit Ice Spirit Bats Knight Elite Barbarians Hog Rider Wizard
Fireball
Elite Barbarians Hog Rider Wizard
Poison
Bats Wizard
Lightning
Knight Elite Barbarians Wizard
Rocket
Elite Barbarians Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap 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.

Fire Spirit Ice Spirit Bats Knight

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.

Fire Spirit Ice Spirit 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Ice Spirit Bats Zap Knight Hog Rider Wizard Elite Barbarians

Shortest cycle

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

6 Fire Spirit Ice Spirit Bats Zap

Attack Synergies 9 13

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 Zap Knight Elite Barbarians
Ice Spirit
Zap Knight Hog Rider Bats Elite Barbarians
Bats
Knight Hog Rider Ice Spirit Zap Elite Barbarians
Zap
Ice Spirit Elite Barbarians Hog Rider Fire Spirit Bats Knight
Knight
Ice Spirit Bats Hog Rider Fire Spirit Zap Elite Barbarians Wizard
Elite Barbarians
Zap Fire Spirit Ice Spirit Bats Knight Hog Rider Wizard
Hog Rider
Fire Spirit Ice Spirit Bats Zap Knight Elite Barbarians Wizard
Wizard
Knight Elite Barbarians Hog Rider

Defense Synergies 3 11

Fire Spirit
Knight Ice Spirit Zap
Ice Spirit
Zap Fire Spirit Bats Knight Elite Barbarians Wizard
Bats
Knight Ice Spirit Zap
Zap
Ice Spirit Fire Spirit Bats Knight Elite Barbarians
Knight
Fire Spirit Bats Ice Spirit Zap Wizard
Elite Barbarians
Ice Spirit Zap Wizard
Hog Rider
Wizard
Ice Spirit Knight Elite Barbarians

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 Wizard
Elite Barbarians Ice Spirit Bats Zap Knight
Fire Spirit Bats Knight Elite Barbarians
Elite Barbarians Bats Knight
Elite Barbarians
Fire Spirit Bats Zap
Bats Fire Spirit Ice Spirit Zap Wizard
Zap
Elite Barbarians
Knight Elite Barbarians Fire Spirit Ice Spirit
Bats Zap Knight Wizard
Bats Zap Wizard
Fire Spirit Ice Spirit Bats Zap Knight Elite Barbarians Wizard
Fire Spirit Wizard Ice Spirit Bats Zap
Elite Barbarians Knight
Ice Spirit Zap Elite Barbarians
Wizard Bats Knight Elite Barbarians
Fire Spirit Ice Spirit Bats Zap Knight Elite Barbarians Wizard
Zap Wizard Fire Spirit Ice Spirit Bats Knight
Elite Barbarians
Wizard Fire Spirit Bats Knight Elite Barbarians

Counters to secondary win conditions

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

Knight Zap Elite Barbarians
Zap Knight Elite Barbarians Wizard
Ice Spirit Bats Zap Knight Elite Barbarians
Bats Zap Knight Elite Barbarians
Knight Elite Barbarians
Fire Spirit Wizard Ice Spirit Bats Zap
Bats Knight Elite Barbarians
Knight Elite Barbarians
Zap Ice Spirit Bats Knight Elite Barbarians
Bats Knight Elite Barbarians
Zap Elite Barbarians
Elite Barbarians Knight Wizard
Wizard
Elite Barbarians Ice Spirit Bats Zap Knight
Bats Zap Elite Barbarians 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.)

Knight
Zap
Knight
Wizard Fire Spirit Zap
Wizard Fire Spirit Ice Spirit Bats Zap
Fire Spirit Wizard
Fire Spirit Ice Spirit Zap Wizard
Zap Wizard
Fire Spirit Bats Elite Barbarians
Zap Knight Wizard
Fire Spirit Zap Wizard
Fire Spirit Knight Elite Barbarians
Zap Elite Barbarians
Zap Wizard
Wizard
Bats
Fire Spirit Zap Wizard
Fire Spirit Zap Wizard
Wizard
Zap
Zap Fire Spirit Ice Spirit Wizard
Zap Wizard
Zap Wizard
Zap
Elite Barbarians Fire Spirit Bats Zap Wizard
Zap Ice Spirit Bats Wizard
Elite Barbarians
Zap Wizard
Zap Ice Spirit
Wizard
Zap Fire Spirit Ice Spirit Bats
Fire Spirit Zap Wizard
Knight Wizard
Zap Wizard
Zap
Elite Barbarians
Zap Ice Spirit Bats Elite Barbarians
Bats Zap
Zap

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