My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

Zappies Ice 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.

Zappies Dark Prince Ice Wizard Royal Ghost Bandit

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 Fireball Tornado

Punishments

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

Dark Prince Royal Ghost Bandit

Pump responses

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

Fireball

Dropped at the bridge

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

Dark Prince Royal Ghost Bandit

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.

Dark Prince Royal Ghost Bandit

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
Dark Prince Bandit
Giant Snowball
Zappies
Zap
Zappies Dark Prince Bandit
Barbarian Barrel
Zappies Dark Prince Ice Wizard Royal Ghost Bandit
The Log
Zappies Dark Prince Bandit
Earthquake
Zappies
Arrows
Zappies
Royal Delivery
Zappies Dark Prince Ice Wizard Royal Ghost Bandit
Fireball
Zappies Ice Wizard Bandit
Poison
Zappies Ice Wizard
Lightning
Dark Prince Ice Wizard Bandit
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Tornado Dark Prince Ice Wizard Royal Ghost

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.

Tornado Dark Prince Ice Wizard Royal Ghost

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.

Fireball

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.

Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Tornado Ice Wizard Royal Ghost Bandit Fireball Zappies Dark Prince

Shortest cycle

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

11 Zap Tornado Ice Wizard Royal Ghost

Attack Synergies 3 16

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
Fireball Tornado Zappies Dark Prince Ice Wizard Royal Ghost Bandit
Fireball
Zap Tornado Dark Prince
Zappies
Zap Dark Prince Royal Ghost Bandit
Tornado
Zap Fireball Dark Prince Ice Wizard
Dark Prince
Zap Fireball Zappies Tornado Ice Wizard Royal Ghost Bandit
Ice Wizard
Zap Tornado Dark Prince Bandit
Royal Ghost
Zap Zappies Dark Prince Bandit
Bandit
Zap Zappies Dark Prince Ice Wizard Royal Ghost

Defense Synergies 3 17

Zap
Fireball Zappies Tornado Dark Prince Ice Wizard Royal Ghost Bandit
Fireball
Zap Tornado Zappies Dark Prince Ice Wizard Bandit
Zappies
Zap Fireball Tornado Bandit
Tornado
Fireball Ice Wizard Zap Zappies Dark Prince
Dark Prince
Zap Fireball Tornado Ice Wizard Royal Ghost Bandit
Ice Wizard
Tornado Zap Fireball Dark Prince Bandit
Royal Ghost
Zap Dark Prince
Bandit
Zap Fireball Zappies Dark Prince 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 Fireball Zappies
Zap Zappies Dark Prince Ice Wizard Bandit
Tornado Zappies Dark Prince Ice Wizard Bandit
Zappies Dark Prince Ice Wizard Bandit
Fireball Tornado Dark Prince
Fireball Tornado Zap Zappies Dark Prince Ice Wizard Royal Ghost Bandit
Tornado Zap Fireball Zappies Ice Wizard
Zap Fireball Bandit
Zappies Tornado Ice Wizard
Tornado Zappies Dark Prince Ice Wizard Royal Ghost Bandit
Ice Wizard Zap Fireball Zappies Tornado Dark Prince Royal Ghost Bandit
Zap Fireball Zappies Tornado Ice Wizard
Zap Fireball Zappies Dark Prince Ice Wizard Bandit
Fireball Zap Zappies Tornado Dark Prince Royal Ghost
Zappies Bandit
Tornado Zap Fireball Zappies Bandit
Fireball Zappies Tornado Dark Prince
Fireball Zap Zappies Tornado Dark Prince Ice Wizard Royal Ghost Bandit
Zap Tornado Fireball Zappies Dark Prince Ice Wizard Royal Ghost Bandit
Zappies Tornado
Dark Prince Royal Ghost Fireball Zappies Bandit

Counters to secondary win conditions

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

Zap Fireball Zappies Dark Prince Royal Ghost Bandit
Fireball Bandit Zap Royal Ghost
Zappies Bandit Zap Dark Prince
Dark Prince Zap Fireball Zappies Tornado Bandit
Zappies Dark Prince Bandit
Fireball Zap Zappies Tornado Ice Wizard
Dark Prince Fireball Zappies Ice Wizard Bandit
Zappies Dark Prince
Zap Fireball Zappies Tornado Dark Prince Bandit
Zappies
Zappies Dark Prince
Zap Fireball Tornado Dark Prince
Dark Prince Fireball Zappies Bandit
Fireball Zappies
Zappies Zap Fireball Tornado Dark Prince
Zap Fireball Zappies Dark Prince Ice Wizard Royal Ghost

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.)

Fireball Royal Ghost Bandit
Fireball Zap Tornado Ice Wizard Royal Ghost Bandit
Fireball Bandit
Fireball Dark Prince
Fireball Zap Dark Prince
Fireball Zap Tornado Ice Wizard
Tornado
Fireball Zap Tornado Ice Wizard
Fireball Zap Tornado Bandit
Fireball Tornado
Zap Fireball Tornado Dark Prince Bandit
Fireball Zap Tornado
Fireball Bandit
Fireball Bandit
Zap Fireball
Zap Fireball Bandit
Fireball Bandit
Fireball Tornado
Zap Fireball Dark Prince Bandit
Zap Fireball Tornado
Fireball
Fireball Tornado
Tornado
Zap Fireball
Zap Tornado Fireball Dark Prince Ice Wizard
Fireball Zap Tornado Ice Wizard Royal Ghost Bandit
Fireball Zap Tornado Bandit
Fireball Zap Tornado Bandit
Zap Fireball Tornado Ice Wizard
Zap Fireball Zappies
Fireball
Zap Fireball Bandit
Zap Fireball Zappies
Fireball
Zap Fireball Zappies Dark Prince Bandit
Fireball Zap Zappies Tornado Ice Wizard
Fireball
Fireball Dark Prince
Zap Fireball
Zap Fireball Tornado
Dark Prince
Zap Fireball Zappies Tornado
Zap Fireball Zappies Tornado
Zap Fireball Tornado Dark Prince Royal Ghost Bandit

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