My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Minion Horde Ice Golem Flying Machine Witch

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.

Skeletons Royal Giant Ice Golem Flying Machine Witch

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant

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 Minion Horde Royal Giant Ice Golem Flying Machine

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
Skeletons Minion Horde Royal Giant
Giant Snowball
Skeletons Fire Spirit Minion Horde Flying Machine Witch
Zap
Skeletons Fire Spirit Minion Horde Royal Giant Flying Machine Witch
Barbarian Barrel
Skeletons Fire Spirit Witch
The Log
Skeletons Fire Spirit Royal Giant Witch
Earthquake
Skeletons Witch
Arrows
Skeletons Fire Spirit Minion Horde Flying Machine Witch
Royal Delivery
Skeletons Fire Spirit Minion Horde Flying Machine Witch
Fireball
Minion Horde Flying Machine Witch
Poison
Minion Horde Flying Machine Witch
Lightning
Ice Golem Witch
Rocket
Minion Horde Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Ice Golem Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Ice Golem

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 Golem

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.

Royal Giant

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 Minion Horde Ice Golem Witch

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.

Skeletons Fire Spirit Zap Ice Golem Flying Machine Minion Horde Witch Royal Giant

Shortest cycle

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

6 Skeletons Fire Spirit Zap Ice Golem

Attack Synergies 1 14

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.

Skeletons
Fire Spirit
Royal Giant Zap Ice Golem
Zap
Fire Spirit Minion Horde Royal Giant Ice Golem Flying Machine Witch
Minion Horde
Zap Royal Giant Ice Golem
Royal Giant
Fire Spirit Zap Minion Horde Ice Golem Flying Machine Witch
Ice Golem
Fire Spirit Zap Minion Horde Royal Giant Flying Machine Witch
Flying Machine
Zap Royal Giant Ice Golem
Witch
Zap Royal Giant Ice Golem

Defense Synergies 0 15

Skeletons
Fire Spirit Zap Minion Horde Ice Golem Flying Machine Witch
Fire Spirit
Skeletons Zap Ice Golem
Zap
Skeletons Fire Spirit Minion Horde Ice Golem Flying Machine Witch
Minion Horde
Skeletons Zap Ice Golem
Royal Giant
Ice Golem
Skeletons Fire Spirit Zap Minion Horde Flying Machine Witch
Flying Machine
Skeletons Zap Ice Golem
Witch
Skeletons Zap Ice Golem

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 Minion Horde Ice Golem Flying Machine
Minion Horde Skeletons Zap Flying Machine Witch
Minion Horde Witch Skeletons Fire Spirit
Minion Horde Witch Skeletons
Skeletons Fire Spirit Zap Flying Machine
Minion Horde Fire Spirit Zap Flying Machine Witch
Zap Ice Golem Flying Machine
Minion Horde Witch Skeletons
Skeletons Fire Spirit Minion Horde Ice Golem
Minion Horde Witch Skeletons Zap Ice Golem Flying Machine
Minion Horde Zap Flying Machine Witch
Minion Horde Skeletons Fire Spirit Zap Flying Machine Witch
Fire Spirit Zap Minion Horde Witch
Minion Horde
Minion Horde Zap
Minion Horde Skeletons Witch
Fire Spirit Zap Minion Horde Flying Machine Witch
Zap Witch Fire Spirit Ice Golem Flying Machine
Fire Spirit Minion Horde Flying Machine Witch

Counters to secondary win conditions

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

Skeletons Zap Ice Golem Witch
Zap Ice Golem Flying Machine
Skeletons Zap Minion Horde Ice Golem Witch
Zap Minion Horde Ice Golem
Skeletons Minion Horde Witch
Fire Spirit Skeletons Zap Minion Horde Ice Golem Flying Machine Witch
Skeletons Minion Horde Ice Golem Flying Machine Witch
Minion Horde
Zap Minion Horde Skeletons Ice Golem Flying Machine Witch
Witch Skeletons Minion Horde
Minion Horde Flying Machine Witch
Zap
Skeletons Minion Horde Ice Golem Witch
Minion Horde Flying Machine Witch
Witch Skeletons Zap Minion Horde Ice Golem Flying Machine
Zap Minion Horde Ice Golem Flying Machine Witch

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.)

Minion Horde Ice Golem Flying Machine
Zap Flying Machine
Minion Horde Flying Machine
Ice Golem Flying Machine
Fire Spirit Zap Minion Horde
Fire Spirit Zap Minion Horde Ice Golem Flying Machine Witch
Fire Spirit Minion Horde Flying Machine Witch
Fire Spirit Zap Ice Golem Flying Machine
Zap Flying Machine
Fire Spirit Minion Horde
Zap Minion Horde Flying Machine
Fire Spirit Zap Flying Machine
Flying Machine Fire Spirit Ice Golem
Minion Horde Flying Machine
Zap Ice Golem Flying Machine
Zap Minion Horde Flying Machine Witch
Minion Horde Flying Machine
Minion Horde
Fire Spirit Zap Flying Machine
Fire Spirit Zap Flying Machine Witch
Minion Horde
Zap Minion Horde Flying Machine
Zap Ice Golem Fire Spirit Witch
Minion Horde Witch
Zap Flying Machine Witch
Zap Flying Machine Witch
Zap
Fire Spirit Zap Minion Horde Ice Golem Flying Machine Witch
Zap Minion Horde Flying Machine Witch
Minion Horde
Zap Minion Horde
Zap Minion Horde
Minion Horde
Zap Minion Horde Fire Spirit Flying Machine Witch
Fire Spirit Zap Flying Machine Witch
Minion Horde Flying Machine
Zap Ice Golem Flying Machine
Zap
Minion Horde Flying Machine
Zap Minion Horde Flying Machine Witch
Zap Flying Machine Witch
Zap Flying Machine Witch

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