My Best Clash Royale Deck

Deck Check Rating

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

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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Firecracker

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.

Knight Firecracker Giant Skeleton

Offensive cards

Win conditions

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

Wall Breakers Goblin Barrel

Damage spells

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

Zap Rocket

Punishments

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

Wall Breakers Goblin Barrel

Pump responses

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

Rocket Goblin Barrel

Dropped at the bridge

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

Knight Wall Breakers Giant Skeleton

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.

Firecracker Goblin Barrel Giant Skeleton

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
Wall Breakers Goblin Barrel Skeleton Army Giant Skeleton
Giant Snowball
Wall Breakers Goblin Barrel Skeleton Army
Zap
Firecracker Wall Breakers Goblin Barrel Skeleton Army
Barbarian Barrel
Knight Firecracker Wall Breakers Goblin Barrel Skeleton Army Giant Skeleton
The Log
Firecracker Wall Breakers Goblin Barrel Skeleton Army Giant Skeleton
Earthquake
Firecracker Goblin Barrel Skeleton Army
Arrows
Firecracker Wall Breakers Goblin Barrel Skeleton Army
Royal Delivery
Knight Firecracker Wall Breakers Goblin Barrel Skeleton Army Giant Skeleton
Fireball
Firecracker Wall Breakers Goblin Barrel Skeleton Army
Poison
Firecracker Skeleton Army
Lightning
Knight
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Rocket

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.

Knight Rocket Skeleton Army Giant Skeleton

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.

Goblin Barrel 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.

Goblin Barrel

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.

Zap Wall Breakers Knight Firecracker Goblin Barrel Skeleton Army Rocket Giant Skeleton

Shortest cycle

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

10 Zap Wall Breakers Knight Firecracker

Attack Synergies 4 8

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
Firecracker Knight Wall Breakers Giant Skeleton
Knight
Firecracker Wall Breakers Goblin Barrel Zap
Firecracker
Zap Knight Wall Breakers Goblin Barrel Giant Skeleton
Rocket
Wall Breakers
Knight Zap Firecracker
Goblin Barrel
Knight Firecracker Skeleton Army Giant Skeleton
Skeleton Army
Goblin Barrel
Giant Skeleton
Zap Firecracker Goblin Barrel

Defense Synergies 1 8

Zap
Knight Firecracker Skeleton Army Giant Skeleton
Knight
Firecracker Zap Skeleton Army
Firecracker
Knight Zap Skeleton Army Giant Skeleton
Rocket
Wall Breakers
Goblin Barrel
Skeleton Army
Zap Knight Firecracker Giant Skeleton
Giant Skeleton
Zap Firecracker 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.

Rocket Zap Knight Firecracker
Skeleton Army Zap Knight Firecracker
Rocket Skeleton Army Knight Giant Skeleton
Skeleton Army Knight Firecracker
Firecracker Rocket Skeleton Army Giant Skeleton
Skeleton Army Zap Firecracker
Rocket Zap Firecracker
Rocket Zap Giant Skeleton
Skeleton Army
Knight Skeleton Army Firecracker Giant Skeleton
Skeleton Army Zap Knight Firecracker Giant Skeleton
Zap Firecracker
Skeleton Army Zap Knight Rocket Giant Skeleton
Rocket Skeleton Army Zap Firecracker
Skeleton Army Knight
Rocket Skeleton Army Zap
Knight Firecracker Skeleton Army
Zap Knight Firecracker Skeleton Army
Zap Knight Firecracker Giant Skeleton
Skeleton Army Knight Firecracker Giant Skeleton

Counters to secondary win conditions

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

Knight Skeleton Army Zap Giant Skeleton
Zap Knight Firecracker Rocket
Skeleton Army Giant Skeleton Zap Knight Rocket
Rocket Skeleton Army Giant Skeleton Zap Knight
Giant Skeleton Knight Skeleton Army
Firecracker Rocket Zap
Rocket Skeleton Army Knight Giant Skeleton
Giant Skeleton Knight Skeleton Army
Zap Rocket Giant Skeleton Knight Firecracker Skeleton Army
Skeleton Army
Knight Giant Skeleton
Rocket Skeleton Army Zap Giant Skeleton
Rocket Skeleton Army Giant Skeleton Knight
Firecracker Skeleton Army
Skeleton Army Zap Knight Firecracker Rocket Giant Skeleton
Zap Firecracker Giant Skeleton

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 Firecracker Rocket Giant Skeleton
Firecracker Zap
Rocket Giant Skeleton
Knight Firecracker Rocket Giant Skeleton
Rocket Zap Firecracker
Firecracker Zap Rocket
Firecracker
Zap Firecracker
Zap Firecracker
Rocket
Firecracker Rocket Zap Knight
Zap Firecracker Rocket
Rocket Knight Firecracker
Firecracker Rocket
Zap Firecracker
Rocket Zap Firecracker
Firecracker Rocket
Rocket
Rocket
Rocket Zap Firecracker
Rocket Zap Firecracker
Rocket Giant Skeleton
Rocket
Rocket
Rocket Zap
Zap Firecracker
Firecracker Zap
Zap
Rocket Zap Firecracker
Zap Firecracker
Zap Rocket Firecracker
Zap Rocket
Zap Rocket Firecracker
Giant Skeleton
Rocket Firecracker
Zap Rocket Skeleton Army
Rocket Zap Firecracker
Knight Firecracker Rocket
Zap Firecracker
Rocket Zap Giant Skeleton
Firecracker
Zap Firecracker Rocket Giant Skeleton
Firecracker Zap Rocket
Zap Firecracker Rocket Giant Skeleton

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