My Best Clash Royale Deck

Deck Check Rating

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

2 problems 7 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Baby Dragon Inferno Dragon Magic Archer Ram Rider

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.

Baby Dragon Dark Prince Prince Golem Inferno Dragon Magic Archer Ram Rider Mega Knight

Offensive cards

Win conditions

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

Golem Ram Rider

Damage spells

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

Missing

Punishments

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

Dark Prince Prince Ram Rider Mega Knight

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.

Baby Dragon Dark Prince Prince Golem Magic Archer Ram Rider Mega Knight

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 Golem Magic Archer Ram Rider

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 Prince Inferno Dragon Ram Rider
Giant Snowball
Baby Dragon Inferno Dragon Ram Rider
Zap
Dark Prince Prince Inferno Dragon Ram Rider
Barbarian Barrel
Dark Prince Magic Archer
The Log
Dark Prince Prince Ram Rider
Earthquake
Arrows
Royal Delivery
Baby Dragon Dark Prince Prince Inferno Dragon Magic Archer Ram Rider
Fireball
Baby Dragon Inferno Dragon Magic Archer Ram Rider
Poison
Magic Archer
Lightning
Baby Dragon Dark Prince Prince Inferno Dragon Magic Archer Ram Rider
Rocket
Prince Inferno Dragon Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon Dark Prince Magic Archer Mega Knight

Ladder info

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.

Baby Dragon Dark Prince Prince Golem Inferno Dragon Mega Knight

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.

Baby Dragon Dark Prince Inferno Dragon Magic Archer Prince Ram Rider Mega Knight Golem

Shortest cycle

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

16 Baby Dragon Dark Prince Inferno Dragon Magic Archer

Attack Synergies 5 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.

Baby Dragon
Golem Dark Prince Prince Inferno Dragon Ram Rider Mega Knight
Dark Prince
Prince Baby Dragon Golem Magic Archer Ram Rider
Prince
Dark Prince Mega Knight Baby Dragon Golem Magic Archer Ram Rider
Golem
Baby Dragon Dark Prince Prince Magic Archer
Inferno Dragon
Mega Knight Baby Dragon
Magic Archer
Ram Rider Dark Prince Prince Golem Mega Knight
Ram Rider
Magic Archer Baby Dragon Dark Prince Prince Mega Knight
Mega Knight
Prince Inferno Dragon Baby Dragon Magic Archer Ram Rider

Defense Synergies 0 10

Baby Dragon
Dark Prince Prince Inferno Dragon Mega Knight
Dark Prince
Baby Dragon Prince Magic Archer
Prince
Baby Dragon Dark Prince Magic Archer
Golem
Inferno Dragon
Baby Dragon Mega Knight
Magic Archer
Dark Prince Prince Ram Rider Mega Knight
Ram Rider
Magic Archer
Mega Knight
Baby Dragon Inferno Dragon Magic Archer

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.

Baby Dragon Magic Archer Ram Rider
Inferno Dragon Dark Prince Prince Ram Rider Mega Knight
Prince Ram Rider Mega Knight Dark Prince Inferno Dragon
Prince Inferno Dragon Dark Prince Ram Rider Mega Knight
Dark Prince Prince Mega Knight
Baby Dragon Dark Prince Magic Archer Mega Knight
Inferno Dragon Ram Rider Baby Dragon Magic Archer
Baby Dragon Magic Archer Ram Rider Mega Knight
Inferno Dragon Prince
Dark Prince Prince Mega Knight
Baby Dragon Dark Prince Magic Archer Ram Rider Mega Knight
Inferno Dragon Baby Dragon Magic Archer Ram Rider
Prince Mega Knight Dark Prince Ram Rider
Mega Knight Baby Dragon Dark Prince Prince Magic Archer
Inferno Dragon Prince Ram Rider Mega Knight
Prince Inferno Dragon Ram Rider Mega Knight
Mega Knight Dark Prince Prince
Mega Knight Baby Dragon Dark Prince Prince Magic Archer Ram Rider
Baby Dragon Dark Prince Inferno Dragon Magic Archer Ram Rider Mega Knight
Prince Inferno Dragon Ram Rider
Dark Prince Mega Knight Baby Dragon Prince

Counters to secondary win conditions

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

Mega Knight Dark Prince Prince
Baby Dragon Prince Inferno Dragon Magic Archer Mega Knight
Mega Knight Dark Prince Prince Ram Rider
Dark Prince Prince Mega Knight Ram Rider
Dark Prince Prince Inferno Dragon Ram Rider Mega Knight
Baby Dragon Magic Archer Ram Rider
Dark Prince Prince Ram Rider
Mega Knight Dark Prince Prince Inferno Dragon
Mega Knight Baby Dragon Dark Prince Prince Inferno Dragon Magic Archer
Inferno Dragon
Inferno Dragon Mega Knight Dark Prince Prince
Mega Knight Dark Prince Prince
Dark Prince Prince Mega Knight Ram Rider
Baby Dragon Magic Archer Mega Knight
Baby Dragon Dark Prince Prince Inferno Dragon Magic Archer
Mega Knight Baby Dragon Dark Prince Inferno Dragon Magic Archer

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.)

Magic Archer Baby Dragon
Baby Dragon Magic Archer Ram Rider
Baby Dragon Magic Archer
Dark Prince Prince
Baby Dragon Dark Prince Magic Archer Mega Knight
Baby Dragon Magic Archer Ram Rider
Baby Dragon Magic Archer
Baby Dragon Magic Archer Ram Rider
Ram Rider
Prince
Dark Prince Prince Magic Archer Ram Rider
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Baby Dragon Prince Magic Archer
Baby Dragon Magic Archer
Magic Archer Baby Dragon Mega Knight
Baby Dragon Dark Prince Prince Magic Archer Mega Knight
Baby Dragon Magic Archer Mega Knight
Baby Dragon Prince Magic Archer Mega Knight
Prince
Baby Dragon
Baby Dragon Dark Prince Magic Archer Mega Knight
Inferno Dragon
Baby Dragon Magic Archer Ram Rider
Baby Dragon Prince Magic Archer Ram Rider Mega Knight
Baby Dragon Magic Archer
Baby Dragon Magic Archer
Magic Archer Mega Knight
Magic Archer
Prince Mega Knight
Magic Archer
Dark Prince Prince Magic Archer
Baby Dragon Magic Archer Ram Rider
Baby Dragon Dark Prince Prince Magic Archer Mega Knight
Baby Dragon Magic Archer
Dark Prince Prince Mega Knight
Baby Dragon Magic Archer
Magic Archer
Baby Dragon Dark Prince Prince Magic Archer Mega Knight

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