My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Ice Wizard Electro 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.

Valkyrie Wizard Ice Wizard Electro Wizard Golden Knight

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.

Fireball Rage Void

Punishments

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

Golden Knight

Pump responses

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

Fireball Void

Dropped at the bridge

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

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.

Valkyrie Electro Wizard Golden Knight

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
Giant Snowball
Zap
Barbarian Barrel
Valkyrie Wizard Ice Wizard Electro Wizard
The Log
Earthquake
Arrows
Royal Delivery
Valkyrie Wizard Ice Wizard Electro Wizard
Fireball
Wizard Ice Wizard Electro Wizard
Poison
Wizard Ice Wizard Electro Wizard
Lightning
Valkyrie Wizard Ice Wizard Electro Wizard
Rocket
Valkyrie Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Wizard 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.

Valkyrie Rage Ice Wizard

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 Wizard Ice Wizard Electro 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.

Rage Void Ice Wizard Fireball Valkyrie Electro Wizard Golden Knight Wizard

Shortest cycle

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

12 Rage Void Ice Wizard Fireball

Attack Synergies 0 7

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.

Fireball
Electro Wizard Golden Knight
Valkyrie
Wizard Electro Wizard
Wizard
Valkyrie Rage
Rage
Wizard Electro Wizard Golden Knight
Void
Ice Wizard
Electro Wizard
Fireball Valkyrie Rage
Golden Knight
Fireball Rage

Defense Synergies 0 11

Fireball
Valkyrie Ice Wizard Electro Wizard Golden Knight
Valkyrie
Fireball Wizard Ice Wizard Electro Wizard
Wizard
Valkyrie Ice Wizard Electro Wizard Golden Knight
Rage
Void
Ice Wizard
Fireball Valkyrie Wizard Golden Knight
Electro Wizard
Fireball Valkyrie Wizard
Golden Knight
Fireball Wizard 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.

Fireball Valkyrie Wizard Void Electro Wizard Golden Knight
Valkyrie Ice Wizard Electro Wizard
Valkyrie Void Ice Wizard Electro Wizard
Valkyrie Ice Wizard Electro Wizard
Fireball Valkyrie
Fireball Valkyrie Ice Wizard Electro Wizard
Electro Wizard Fireball Wizard Void Ice Wizard
Fireball Valkyrie Void Electro Wizard Golden Knight
Ice Wizard
Valkyrie Ice Wizard Electro Wizard
Valkyrie Ice Wizard Electro Wizard Fireball Wizard
Fireball Wizard Ice Wizard Electro Wizard
Fireball Valkyrie Wizard Ice Wizard Electro Wizard
Fireball Valkyrie Wizard Electro Wizard Golden Knight
Electro Wizard
Fireball Electro Wizard
Wizard Fireball Valkyrie Electro Wizard
Fireball Valkyrie Wizard Ice Wizard Electro Wizard Golden Knight
Valkyrie Wizard Fireball Ice Wizard Electro Wizard
Electro Wizard
Valkyrie Wizard Fireball Electro Wizard

Counters to secondary win conditions

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

Valkyrie Fireball Void Electro Wizard
Fireball Void Electro Wizard Valkyrie Wizard
Valkyrie Electro Wizard Golden Knight
Valkyrie Fireball Electro Wizard
Valkyrie
Fireball Wizard Ice Wizard Electro Wizard
Fireball Valkyrie Void Ice Wizard Electro Wizard
Valkyrie
Void Electro Wizard Fireball Valkyrie
Valkyrie Golden Knight
Fireball Valkyrie Void Electro Wizard
Fireball Valkyrie Wizard Golden Knight
Wizard Fireball Valkyrie
Electro Wizard Fireball Valkyrie Golden Knight
Valkyrie Fireball Wizard Ice Wizard Electro Wizard Golden Knight

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 Void Valkyrie Golden Knight
Fireball Void Ice Wizard Electro Wizard Golden Knight
Fireball Void
Fireball Valkyrie Void
Fireball Wizard Valkyrie
Fireball Wizard Ice Wizard
Wizard
Fireball Wizard Ice Wizard
Fireball Void Wizard Golden Knight
Fireball Void Electro Wizard
Void Fireball Valkyrie Wizard Electro Wizard Golden Knight
Fireball Void Wizard
Fireball Void Golden Knight
Fireball Void
Fireball
Fireball Wizard Golden Knight
Fireball Wizard
Fireball
Void Fireball Wizard Electro Wizard
Fireball Valkyrie Wizard Golden Knight
Fireball Void
Fireball Wizard Void
Void
Fireball Void
Fireball Valkyrie Wizard Ice Wizard
Fireball Void Wizard Ice Wizard Electro Wizard Golden Knight
Fireball Void Wizard Golden Knight
Fireball Void Golden Knight
Fireball Wizard Ice Wizard Electro Wizard
Electro Wizard Fireball Wizard Void
Fireball Void
Void Fireball Wizard
Void Fireball Electro Wizard
Fireball Wizard
Electro Wizard Fireball Void
Fireball Wizard Ice Wizard Electro Wizard
Fireball
Fireball Void Valkyrie Wizard Electro Wizard
Fireball Wizard
Void Fireball
Fireball Electro Wizard Golden Knight
Fireball Void Electro Wizard
Void Fireball Electro Wizard Golden Knight

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