My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions Electro 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.

Giant Electro Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Arrows Rocket

Punishments

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

Elite Barbarians Giant

Pump responses

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

Rocket

Dropped at the bridge

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

Barbarians Elite Barbarians Giant

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 Electro Wizard

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
Minions Elite Barbarians Giant
Giant Snowball
Minions Barbarians
Zap
Minions
Barbarian Barrel
Barbarians Elite Barbarians Electro Wizard
The Log
Barbarians Elite Barbarians
Earthquake
Barbarians
Arrows
Minions
Royal Delivery
Minions Barbarians Elite Barbarians Electro Wizard
Fireball
Minions Barbarians Elite Barbarians Electro Wizard
Poison
Minions Barbarians Electro Wizard
Lightning
Elite Barbarians Electro Wizard
Rocket
Barbarians Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Rocket

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.

Arrows Rocket

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.

Minions Barbarians Electro 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Minions Electro Wizard Barbarians Giant Elite Barbarians Rocket

Shortest cycle

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

12 Zap Arrows Minions Electro Wizard

Attack Synergies 7 4

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
Arrows Elite Barbarians Giant Electro Wizard Minions
Arrows
Zap Elite Barbarians Giant
Minions
Giant Zap Elite Barbarians
Barbarians
Elite Barbarians
Zap Arrows Minions
Giant
Zap Arrows Minions Rocket Electro Wizard
Rocket
Giant
Electro Wizard
Zap Giant

Defense Synergies 1 6

Zap
Electro Wizard Arrows Minions Barbarians Elite Barbarians
Arrows
Zap Barbarians
Minions
Zap Electro Wizard
Barbarians
Zap Arrows
Elite Barbarians
Zap
Giant
Rocket
Electro Wizard
Zap Minions

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 Minions Electro Wizard
Barbarians Elite Barbarians Zap Minions Electro Wizard
Barbarians Rocket Minions Elite Barbarians Electro Wizard
Barbarians Elite Barbarians Minions Electro Wizard
Arrows Barbarians Elite Barbarians Rocket
Arrows Zap Minions Electro Wizard
Minions Rocket Electro Wizard Zap Arrows
Rocket Zap Arrows Barbarians Electro Wizard
Barbarians Minions Elite Barbarians
Elite Barbarians Barbarians Electro Wizard
Minions Barbarians Electro Wizard Zap Arrows
Arrows Minions Zap Electro Wizard
Barbarians Zap Minions Elite Barbarians Rocket Electro Wizard
Rocket Zap Arrows Minions Barbarians Electro Wizard
Barbarians Elite Barbarians Electro Wizard
Barbarians Rocket Zap Elite Barbarians Electro Wizard
Barbarians Arrows Minions Elite Barbarians Electro Wizard
Arrows Zap Minions Barbarians Elite Barbarians Electro Wizard
Zap Arrows Minions Barbarians Electro Wizard
Barbarians Elite Barbarians Electro Wizard
Arrows Minions Barbarians Elite Barbarians Electro Wizard

Counters to secondary win conditions

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

Barbarians Zap Elite Barbarians Electro Wizard
Electro Wizard Zap Arrows Elite Barbarians Rocket
Barbarians Zap Minions Elite Barbarians Rocket Electro Wizard
Rocket Zap Barbarians Elite Barbarians Electro Wizard
Barbarians Elite Barbarians
Arrows Rocket Zap Minions Electro Wizard
Rocket Minions Barbarians Elite Barbarians Electro Wizard
Barbarians Elite Barbarians
Zap Rocket Electro Wizard Minions Barbarians Elite Barbarians
Barbarians
Minions Barbarians Elite Barbarians
Rocket Zap Arrows Barbarians Elite Barbarians Electro Wizard
Barbarians Elite Barbarians Rocket
Barbarians
Barbarians Elite Barbarians Electro Wizard Zap Minions Rocket
Arrows Minions Zap Barbarians Elite Barbarians Electro 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.)

Arrows Rocket
Arrows Zap Electro Wizard
Rocket Arrows
Arrows Barbarians Rocket
Rocket Zap Arrows
Arrows Zap Minions Rocket
Arrows
Arrows Zap
Arrows Zap
Rocket Minions Elite Barbarians Electro Wizard
Rocket Zap Arrows Electro Wizard
Zap Arrows Rocket
Rocket Elite Barbarians
Arrows Minions Rocket
Zap Arrows Elite Barbarians
Rocket Zap Arrows
Arrows Rocket
Arrows Rocket
Minions Rocket
Rocket Zap Arrows Electro Wizard
Rocket Zap Arrows
Rocket Minions
Rocket Arrows
Rocket
Rocket Zap Arrows Barbarians
Zap Arrows
Arrows Zap Electro Wizard
Zap Arrows
Rocket Zap Arrows
Elite Barbarians Zap Arrows Electro Wizard
Zap Rocket Electro Wizard Minions
Elite Barbarians
Zap Arrows Rocket
Zap Rocket Arrows Electro Wizard
Rocket Arrows
Zap Electro Wizard Minions Barbarians Rocket
Rocket Zap Arrows Electro Wizard
Arrows
Rocket Electro Wizard
Arrows Zap
Rocket Zap Arrows
Elite Barbarians
Zap Minions Elite Barbarians Rocket Electro Wizard
Zap Rocket Electro Wizard
Zap Rocket Electro Wizard

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