My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 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.

Bomber Bats Valkyrie Wizard Sparky

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap

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.

Electro Spirit Valkyrie

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.

Electro Spirit Valkyrie

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
Bomber Bats Skeleton Army Sparky
Giant Snowball
Bomber Bats Skeleton Army
Zap
Bomber Bats Skeleton Army Sparky
Barbarian Barrel
Electro Spirit Bomber Valkyrie Wizard Skeleton Army Sparky
The Log
Electro Spirit Bomber Skeleton Army Sparky
Earthquake
Bomber Skeleton Army
Arrows
Electro Spirit Bomber Bats Skeleton Army
Royal Delivery
Electro Spirit Bomber Bats Valkyrie Wizard Skeleton Army Sparky
Fireball
Bomber Wizard Skeleton Army Sparky
Poison
Bomber Bats Wizard Skeleton Army Sparky
Lightning
Valkyrie Wizard Sparky
Rocket
Valkyrie Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber Zap Valkyrie Wizard Sparky

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.

Electro Spirit Bats Valkyrie Skeleton Army Sparky

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.

Skeleton Army

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.

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Bomber Bats Zap Skeleton Army Valkyrie Wizard Sparky

Shortest cycle

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

7 Electro Spirit Bomber Bats Zap

Attack Synergies 2 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.

Electro Spirit
Zap Sparky
Bomber
Bats Zap Valkyrie Sparky
Bats
Valkyrie Bomber Zap Sparky
Zap
Sparky Electro Spirit Bomber Bats Valkyrie
Valkyrie
Bats Bomber Zap Wizard Sparky
Wizard
Valkyrie Sparky
Skeleton Army
Sparky
Sparky
Zap Electro Spirit Bomber Bats Valkyrie Wizard Skeleton Army

Defense Synergies 0 14

Electro Spirit
Zap
Bomber
Bats Zap Valkyrie
Bats
Bomber Zap Valkyrie Sparky
Zap
Electro Spirit Bomber Bats Valkyrie Skeleton Army Sparky
Valkyrie
Bomber Bats Zap Wizard Sparky
Wizard
Valkyrie Skeleton Army
Skeleton Army
Zap Wizard Sparky
Sparky
Bats Zap Valkyrie Skeleton Army

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.

Bomber Zap Valkyrie Wizard Sparky
Skeleton Army Sparky Bomber Bats Zap Valkyrie
Skeleton Army Sparky Bomber Bats Valkyrie
Skeleton Army Sparky Bomber Bats Valkyrie
Bomber Valkyrie Skeleton Army Sparky
Skeleton Army Electro Spirit Bomber Bats Zap Valkyrie
Bats Electro Spirit Zap Wizard
Electro Spirit Zap Valkyrie Sparky
Sparky Skeleton Army
Skeleton Army Bomber Valkyrie Sparky
Bats Valkyrie Skeleton Army Electro Spirit Bomber Zap Wizard
Bats Zap Wizard
Skeleton Army Sparky Bomber Bats Zap Valkyrie Wizard
Bomber Valkyrie Wizard Skeleton Army Sparky Electro Spirit Bats Zap
Skeleton Army Sparky
Skeleton Army Zap Sparky
Wizard Sparky Bomber Bats Valkyrie Skeleton Army
Electro Spirit Bomber Bats Zap Valkyrie Wizard Skeleton Army
Zap Valkyrie Wizard Electro Spirit Bomber Bats
Sparky
Bomber Valkyrie Wizard Skeleton Army Electro Spirit Bats Sparky

Counters to secondary win conditions

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

Valkyrie Skeleton Army Zap Sparky
Bomber Zap Valkyrie Wizard
Skeleton Army Bats Zap Valkyrie Sparky
Valkyrie Skeleton Army Bats Zap Sparky
Valkyrie Skeleton Army Sparky
Wizard Electro Spirit Bats Zap
Skeleton Army Sparky Bats Valkyrie
Valkyrie Skeleton Army Sparky
Zap Electro Spirit Bats Valkyrie Skeleton Army Sparky
Skeleton Army Sparky
Bats Valkyrie Sparky
Skeleton Army Zap Valkyrie
Skeleton Army Valkyrie Wizard Sparky
Wizard Bomber Valkyrie Skeleton Army Sparky
Skeleton Army Sparky Electro Spirit Bomber Bats Zap Valkyrie
Bats Valkyrie Electro Spirit Bomber Zap 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.)

Valkyrie Sparky
Zap
Sparky
Valkyrie Sparky
Bomber Wizard Zap Valkyrie Sparky
Wizard Electro Spirit Bats Zap
Bomber Wizard Sparky
Zap Wizard
Zap Wizard
Bats Sparky
Zap Valkyrie Wizard Sparky
Zap Wizard
Sparky
Zap Sparky
Bomber Zap Wizard Sparky
Wizard Sparky
Sparky
Bomber Bats Sparky
Bomber Zap Wizard Sparky
Bomber Zap Valkyrie Wizard
Sparky
Wizard
Sparky
Zap
Zap Electro Spirit Bomber Valkyrie Wizard Sparky
Zap Wizard Sparky
Zap Wizard Sparky
Zap Sparky
Bats Zap Wizard Sparky
Zap Electro Spirit Bats Wizard
Sparky
Bomber Zap Wizard Sparky
Zap Electro Spirit Sparky
Sparky
Wizard Sparky
Zap Electro Spirit Bats Skeleton Army
Zap Wizard
Valkyrie Wizard Sparky
Bomber Zap Wizard
Zap Sparky
Sparky
Zap Electro Spirit Bats Sparky
Bats Zap
Zap Sparky

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