My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit 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.

Wizard Bandit

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 Rocket Tornado

Punishments

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

Elite Barbarians Bandit

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.

Fire Spirit Elite Barbarians Bandit

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 Bandit

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
Elite Barbarians Skeleton Army Bandit
Giant Snowball
Fire Spirit Skeleton Army
Zap
Fire Spirit Skeleton Army Bandit
Barbarian Barrel
Fire Spirit Elite Barbarians Wizard Skeleton Army Bandit
The Log
Fire Spirit Elite Barbarians Skeleton Army Bandit
Earthquake
Skeleton Army
Arrows
Fire Spirit Skeleton Army
Royal Delivery
Fire Spirit Elite Barbarians Wizard Skeleton Army Bandit
Fireball
Elite Barbarians Wizard Skeleton Army Bandit
Poison
Wizard Skeleton Army
Lightning
Elite Barbarians Wizard Bandit
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard Rocket Tornado

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 Rocket Skeleton Army Tornado

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 Skeleton Army

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Skeleton Army Tornado Bandit Wizard Elite Barbarians Rocket

Shortest cycle

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

9 Fire Spirit Zap Skeleton Army Tornado

Attack Synergies 4 7

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 Elite Barbarians Bandit
Zap
Elite Barbarians Tornado Fire Spirit Bandit
Elite Barbarians
Zap Fire Spirit Wizard Bandit
Wizard
Tornado Elite Barbarians Bandit
Rocket
Tornado
Skeleton Army
Tornado
Zap Wizard Rocket
Bandit
Fire Spirit Zap Elite Barbarians Wizard

Defense Synergies 2 10

Fire Spirit
Zap Tornado
Zap
Fire Spirit Elite Barbarians Skeleton Army Tornado Bandit
Elite Barbarians
Zap Wizard
Wizard
Tornado Elite Barbarians Skeleton Army Bandit
Rocket
Tornado
Skeleton Army
Zap Wizard Bandit
Tornado
Wizard Rocket Fire Spirit Zap
Bandit
Zap Wizard Skeleton Army

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 Wizard
Elite Barbarians Skeleton Army Zap Bandit
Rocket Skeleton Army Tornado Fire Spirit Elite Barbarians Bandit
Elite Barbarians Skeleton Army Bandit
Elite Barbarians Rocket Skeleton Army Tornado
Skeleton Army Tornado Fire Spirit Zap Bandit
Rocket Tornado Fire Spirit Zap Wizard
Rocket Zap Bandit
Elite Barbarians Skeleton Army Tornado
Elite Barbarians Skeleton Army Tornado Fire Spirit Bandit
Skeleton Army Zap Wizard Tornado Bandit
Zap Wizard Tornado
Skeleton Army Fire Spirit Zap Elite Barbarians Wizard Rocket Bandit
Fire Spirit Wizard Rocket Skeleton Army Zap Tornado
Elite Barbarians Skeleton Army Bandit
Rocket Skeleton Army Tornado Zap Elite Barbarians Bandit
Wizard Elite Barbarians Skeleton Army Tornado
Fire Spirit Zap Elite Barbarians Wizard Skeleton Army Tornado Bandit
Zap Wizard Tornado Fire Spirit Bandit
Elite Barbarians Tornado
Wizard Skeleton Army Fire Spirit Elite Barbarians Bandit

Counters to secondary win conditions

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

Skeleton Army Zap Elite Barbarians Bandit
Bandit Zap Elite Barbarians Wizard Rocket
Skeleton Army Bandit Zap Elite Barbarians Rocket
Rocket Skeleton Army Zap Elite Barbarians Tornado Bandit
Elite Barbarians Skeleton Army Bandit
Fire Spirit Wizard Rocket Zap Tornado
Rocket Skeleton Army Elite Barbarians Bandit
Elite Barbarians Skeleton Army
Zap Rocket Elite Barbarians Skeleton Army Tornado Bandit
Skeleton Army
Elite Barbarians
Rocket Skeleton Army Zap Elite Barbarians Tornado
Elite Barbarians Rocket Skeleton Army Wizard Bandit
Wizard Skeleton Army
Elite Barbarians Skeleton Army Zap Rocket Tornado
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.)

Rocket Bandit
Zap Tornado Bandit
Rocket Bandit
Rocket
Wizard Rocket Fire Spirit Zap
Wizard Fire Spirit Zap Rocket Tornado
Fire Spirit Wizard Tornado
Fire Spirit Zap Wizard Tornado
Zap Wizard Tornado Bandit
Rocket Fire Spirit Elite Barbarians Tornado
Rocket Zap Wizard Tornado Bandit
Fire Spirit Zap Wizard Rocket Tornado
Rocket Fire Spirit Elite Barbarians Bandit
Rocket Bandit
Zap Elite Barbarians
Rocket Zap Wizard Bandit
Wizard Rocket Bandit
Rocket Tornado
Rocket
Rocket Fire Spirit Zap Wizard Bandit
Rocket Fire Spirit Zap Wizard Tornado
Rocket
Rocket Wizard Tornado
Rocket Tornado
Rocket Zap
Zap Tornado Fire Spirit Wizard
Zap Wizard Tornado Bandit
Zap Wizard Tornado Bandit
Rocket Zap Tornado Bandit
Elite Barbarians Fire Spirit Zap Wizard Tornado
Zap Rocket Wizard
Elite Barbarians
Zap Wizard Rocket Bandit
Zap Rocket
Rocket Wizard
Zap Fire Spirit Rocket Skeleton Army Bandit
Rocket Fire Spirit Zap Wizard Tornado
Wizard Rocket
Zap Wizard
Rocket Zap Tornado
Elite Barbarians
Zap Elite Barbarians Rocket Tornado
Zap Rocket Tornado
Zap Rocket Tornado Bandit

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