My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
Godly!

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!
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 Bats 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.

Bats Knight Wizard Prince

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 Rage

Punishments

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

Elite Barbarians Prince

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 Knight Elite Barbarians Prince

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.

Elite Barbarians

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
Bats Elite Barbarians Prince
Giant Snowball
Fire Spirit Bats
Zap
Fire Spirit Bats Prince
Barbarian Barrel
Fire Spirit Knight Elite Barbarians Wizard
The Log
Fire Spirit Elite Barbarians Prince
Earthquake
Arrows
Fire Spirit Bats
Royal Delivery
Fire Spirit Bats Knight Elite Barbarians Wizard Prince
Fireball
Elite Barbarians Wizard
Poison
Bats Wizard
Lightning
Knight Elite Barbarians Wizard Prince
Rocket
Elite Barbarians Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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.

Fire Spirit Bats Knight Rage Prince

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.

Elite Barbarians

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 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Zap Rage Knight Wizard Prince Elite Barbarians

Shortest cycle

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

7 Fire Spirit Bats Zap Rage

Attack Synergies 4 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.

Fire Spirit
Zap Knight Elite Barbarians Prince
Bats
Knight Zap Elite Barbarians Rage Prince
Zap
Elite Barbarians Prince Fire Spirit Bats Knight
Knight
Bats Fire Spirit Zap Elite Barbarians Wizard Prince
Elite Barbarians
Zap Rage Fire Spirit Bats Knight Wizard
Wizard
Knight Elite Barbarians Rage Prince
Rage
Elite Barbarians Bats Wizard Prince
Prince
Zap Fire Spirit Bats Knight Wizard Rage

Defense Synergies 2 9

Fire Spirit
Knight Zap
Bats
Knight Zap Prince
Zap
Fire Spirit Bats Knight Elite Barbarians Prince
Knight
Fire Spirit Bats Zap Wizard
Elite Barbarians
Zap Wizard
Wizard
Knight Elite Barbarians Prince
Rage
Prince
Bats Zap 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 Knight Wizard
Elite Barbarians Bats Zap Knight Prince
Prince Fire Spirit Bats Knight Elite Barbarians
Elite Barbarians Prince Bats Knight
Elite Barbarians Prince
Fire Spirit Bats Zap
Bats Fire Spirit Zap Wizard
Zap
Elite Barbarians Prince
Knight Elite Barbarians Fire Spirit Prince
Bats Zap Knight Wizard
Bats Zap Wizard
Prince Fire Spirit Bats Zap Knight Elite Barbarians Wizard
Fire Spirit Wizard Bats Zap Prince
Elite Barbarians Knight Prince
Zap Elite Barbarians Prince
Wizard Bats Knight Elite Barbarians Prince
Fire Spirit Bats Zap Knight Elite Barbarians Wizard Prince
Zap Wizard Fire Spirit Bats Knight
Elite Barbarians Prince
Wizard Fire Spirit Bats Knight Elite Barbarians Prince

Counters to secondary win conditions

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

Knight Zap Elite Barbarians Prince
Zap Knight Elite Barbarians Wizard Prince
Bats Zap Knight Elite Barbarians Prince
Prince Bats Zap Knight Elite Barbarians
Knight Elite Barbarians Prince
Fire Spirit Wizard Bats Zap
Prince Bats Knight Elite Barbarians
Knight Elite Barbarians Prince
Zap Bats Knight Elite Barbarians Prince
Bats Knight Elite Barbarians Prince
Zap Elite Barbarians Prince
Elite Barbarians Prince Knight Wizard
Wizard
Elite Barbarians Bats Zap Knight Prince
Bats Zap Elite Barbarians Wizard

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
Zap
Knight Prince
Wizard Fire Spirit Zap
Wizard Fire Spirit Bats Zap
Fire Spirit Wizard
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Bats Elite Barbarians Prince
Zap Knight Wizard Prince
Fire Spirit Zap Wizard
Fire Spirit Knight Elite Barbarians
Zap Elite Barbarians Prince
Zap Wizard
Wizard
Bats
Fire Spirit Zap Wizard Prince
Fire Spirit Zap Wizard
Prince
Wizard
Prince
Zap
Zap Fire Spirit Wizard
Zap Wizard
Zap Wizard Prince
Zap
Elite Barbarians Fire Spirit Bats Zap Wizard
Zap Bats Wizard
Elite Barbarians
Zap Wizard
Zap
Prince
Wizard
Zap Fire Spirit Bats Prince
Fire Spirit Zap Wizard
Knight Wizard Prince
Zap Wizard
Zap
Elite Barbarians Prince
Zap Bats Elite Barbarians
Bats Zap
Zap Prince

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