My Best Clash Royale Deck

Deck Check Rating

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

3 problems Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Electro Dragon

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.

Skeletons Elixir Golem Elixir Collector Electro Dragon

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows Fireball

Punishments

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

Elixir Golem

Pump responses

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

Fireball Elixir Collector

Dropped at the bridge

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

Electro Spirit Elixir Golem Battle Healer

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.

Electro Spirit Electro Dragon

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
Skeletons Elixir Golem
Giant Snowball
Skeletons Electro Dragon
Zap
Skeletons
Barbarian Barrel
Skeletons Electro Spirit Elixir Golem
The Log
Skeletons Electro Spirit Elixir Golem
Earthquake
Skeletons Elixir Golem Elixir Collector
Arrows
Skeletons Electro Spirit
Royal Delivery
Skeletons Electro Spirit Elixir Golem Battle Healer Electro Dragon
Fireball
Elixir Golem Battle Healer Elixir Collector Electro Dragon
Poison
Elixir Golem Battle Healer Elixir Collector Electro Dragon
Lightning
Battle Healer Elixir Collector Electro Dragon
Rocket
Battle Healer Elixir Collector Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Fireball Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Fireball Electro Dragon

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.

Electro Spirit Arrows Elixir Golem Battle Healer Elixir Collector

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.

Fireball

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.

Fireball

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.

Skeletons Electro Spirit Arrows Elixir Golem Fireball Battle Healer Electro Dragon Elixir Collector

Shortest cycle

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

8 Skeletons Electro Spirit Arrows Elixir Golem

Attack Synergies 3 5

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.

Skeletons
Electro Spirit
Fireball
Arrows
Fireball Elixir Golem Battle Healer
Elixir Golem
Battle Healer Arrows Fireball Electro Dragon
Fireball
Arrows Electro Spirit Elixir Golem
Battle Healer
Elixir Golem Electro Dragon Arrows
Elixir Collector
Electro Dragon
Battle Healer Elixir Golem

Defense Synergies 1 6

Skeletons
Electro Spirit Battle Healer Electro Dragon
Electro Spirit
Skeletons
Arrows
Fireball Battle Healer
Elixir Golem
Fireball
Arrows Battle Healer
Battle Healer
Electro Dragon Skeletons Arrows Fireball
Elixir Collector
Electro Dragon
Battle Healer Skeletons

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.

Fireball Electro Dragon
Skeletons Battle Healer Electro Dragon
Skeletons Electro Dragon
Skeletons Electro Dragon
Arrows Fireball Battle Healer
Arrows Fireball Skeletons Electro Spirit Electro Dragon
Electro Spirit Arrows Fireball Electro Dragon
Electro Spirit Arrows Fireball Battle Healer Electro Dragon
Skeletons
Skeletons Battle Healer
Skeletons Electro Spirit Arrows Fireball Electro Dragon
Arrows Fireball Electro Dragon
Skeletons Fireball Battle Healer Electro Dragon
Fireball Electro Spirit Arrows Electro Dragon
Fireball
Skeletons Arrows Fireball Electro Dragon
Arrows Fireball Electro Spirit Battle Healer Electro Dragon
Arrows Electro Spirit Fireball Battle Healer Electro Dragon
Electro Spirit Arrows Fireball Battle Healer Electro Dragon

Counters to secondary win conditions

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

Skeletons Fireball Battle Healer
Fireball Arrows Battle Healer Electro Dragon
Skeletons Battle Healer Electro Dragon
Fireball Battle Healer
Skeletons Battle Healer
Arrows Fireball Skeletons Electro Spirit Electro Dragon
Skeletons Fireball Battle Healer
Battle Healer
Electro Dragon Skeletons Electro Spirit Fireball
Skeletons
Electro Dragon
Arrows Fireball
Skeletons Fireball
Fireball Electro Dragon
Electro Dragon Skeletons Electro Spirit Fireball Battle Healer
Arrows Electro Spirit Fireball Battle Healer Electro Dragon
Electro Spirit Arrows Fireball

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.)

Fireball Arrows Electro Dragon
Arrows Fireball Electro Dragon
Arrows Fireball Electro Dragon
Arrows Fireball
Fireball Arrows
Arrows Fireball Electro Spirit Electro Dragon
Arrows
Arrows Fireball Electro Dragon
Arrows Fireball Electro Dragon
Fireball Electro Dragon
Arrows Fireball Electro Dragon
Fireball Arrows Electro Dragon
Fireball
Arrows Fireball Electro Dragon
Arrows Fireball
Arrows Fireball Electro Dragon
Arrows Fireball Electro Dragon
Arrows Fireball
Arrows Fireball Electro Dragon
Arrows Fireball Electro Dragon
Fireball
Arrows Fireball
Arrows Fireball Electro Dragon
Arrows Electro Spirit Fireball Electro Dragon
Arrows Fireball Electro Dragon
Fireball Arrows Electro Dragon
Fireball Arrows
Arrows Fireball Electro Dragon
Electro Dragon Electro Spirit Fireball
Fireball
Arrows Fireball Electro Dragon
Electro Spirit Arrows Fireball Electro Dragon
Arrows Fireball
Electro Spirit Fireball Electro Dragon
Fireball Arrows Electro Dragon
Arrows Fireball
Fireball Electro Dragon
Arrows Fireball Electro Dragon
Arrows Fireball
Electro Dragon
Electro Dragon Electro Spirit Fireball
Fireball Electro Dragon
Electro Dragon Fireball
Fireball Electro Dragon

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