My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 Archers Minion Horde 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.

Archers Knight Wizard

Offensive cards

Win conditions

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

Hog Rider

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.

Elite Barbarians Hog Rider

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 Minion Horde Elite Barbarians Hog Rider

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 Hog 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
Archers Minion Horde Elite Barbarians Hog Rider
Giant Snowball
Fire Spirit Archers Minion Horde Hog Rider
Zap
Fire Spirit Archers Minion Horde
Barbarian Barrel
Fire Spirit Archers Knight Elite Barbarians Wizard
The Log
Fire Spirit Archers Elite Barbarians Hog Rider
Earthquake
Archers Hog Rider
Arrows
Fire Spirit Archers Minion Horde
Royal Delivery
Fire Spirit Archers Knight Minion Horde Elite Barbarians Hog Rider Wizard
Fireball
Archers Minion Horde Elite Barbarians Hog Rider Wizard
Poison
Archers Minion Horde Wizard
Lightning
Knight Elite Barbarians Wizard
Rocket
Minion Horde Elite Barbarians Hog Rider Wizard

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 Knight

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 Minion Horde 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 Zap Archers Knight Hog Rider Minion Horde Wizard Elite Barbarians

Shortest cycle

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

9 Fire Spirit Zap Archers Knight

Attack Synergies 5 15

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
Hog Rider Zap Knight Elite Barbarians
Zap
Elite Barbarians Hog Rider Fire Spirit Archers Knight Minion Horde
Archers
Knight Zap Elite Barbarians Hog Rider
Knight
Archers Hog Rider Fire Spirit Zap Minion Horde Elite Barbarians Wizard
Minion Horde
Zap Knight Hog Rider
Elite Barbarians
Zap Fire Spirit Archers Knight Hog Rider Wizard
Hog Rider
Fire Spirit Zap Knight Archers Minion Horde Elite Barbarians Wizard
Wizard
Knight Elite Barbarians Hog Rider

Defense Synergies 2 8

Fire Spirit
Knight Zap
Zap
Fire Spirit Archers Knight Minion Horde Elite Barbarians
Archers
Knight Zap
Knight
Fire Spirit Archers Zap Minion Horde Wizard
Minion Horde
Zap Knight
Elite Barbarians
Zap Wizard
Hog Rider
Wizard
Knight Elite Barbarians

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 Minion Horde Wizard
Minion Horde Elite Barbarians Zap Knight
Minion Horde Fire Spirit Archers Knight Elite Barbarians
Minion Horde Elite Barbarians Knight
Elite Barbarians
Fire Spirit Zap Archers
Minion Horde Fire Spirit Zap Archers Wizard
Zap
Minion Horde Elite Barbarians
Knight Elite Barbarians Fire Spirit Archers Minion Horde
Archers Minion Horde Zap Knight Wizard
Minion Horde Zap Archers Wizard
Minion Horde Fire Spirit Zap Knight Elite Barbarians Wizard
Fire Spirit Wizard Zap Minion Horde
Elite Barbarians Knight Minion Horde
Minion Horde Zap Elite Barbarians
Minion Horde Wizard Knight Elite Barbarians
Fire Spirit Zap Archers Knight Minion Horde Elite Barbarians Wizard
Zap Wizard Fire Spirit Archers Knight
Elite Barbarians
Wizard Fire Spirit Archers Knight Minion Horde Elite Barbarians

Counters to secondary win conditions

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

Knight Zap Archers Elite Barbarians
Zap Archers Knight Elite Barbarians Wizard
Zap Knight Minion Horde Elite Barbarians
Zap Knight Minion Horde Elite Barbarians
Knight Minion Horde Elite Barbarians
Fire Spirit Wizard Zap Archers Minion Horde
Archers Knight Minion Horde Elite Barbarians
Knight Minion Horde Elite Barbarians
Zap Minion Horde Knight Elite Barbarians
Minion Horde
Knight Minion Horde Elite Barbarians
Zap Elite Barbarians
Elite Barbarians Knight Minion Horde Wizard
Wizard Archers Minion Horde
Elite Barbarians Zap Archers Knight Minion Horde
Zap Archers Minion Horde 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 Minion Horde
Zap
Minion Horde
Knight
Wizard Fire Spirit Zap Minion Horde
Wizard Fire Spirit Zap Minion Horde
Fire Spirit Archers Minion Horde Wizard
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Minion Horde Elite Barbarians
Zap Knight Minion Horde Wizard
Fire Spirit Zap Archers Wizard
Fire Spirit Knight Elite Barbarians
Minion Horde
Zap Elite Barbarians
Zap Minion Horde Wizard
Minion Horde Wizard
Minion Horde
Fire Spirit Zap Archers Wizard
Fire Spirit Zap Wizard
Minion Horde
Wizard
Zap Minion Horde
Zap Fire Spirit Wizard
Minion Horde
Zap Wizard
Zap Wizard
Zap
Elite Barbarians Fire Spirit Zap Archers Minion Horde Wizard
Zap Minion Horde Wizard
Minion Horde Elite Barbarians
Zap Minion Horde Wizard
Zap Minion Horde
Minion Horde
Wizard
Zap Minion Horde Fire Spirit Archers
Fire Spirit Zap Archers Wizard
Knight Minion Horde Wizard
Zap Wizard
Zap
Minion Horde Elite Barbarians
Zap Minion Horde Elite Barbarians
Zap
Zap

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