My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings 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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Firecracker Goblin Hut Electro Wizard Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeleton Barrel Firecracker Royal Giant Goblin Hut Electro Wizard Night Witch

Offensive cards

Win conditions

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

Skeleton Barrel Royal Giant

Damage spells

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

Poison

Punishments

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

Skeleton Barrel Royal Giant

Pump responses

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

Poison

Dropped at the bridge

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

Skeleton Barrel Royal 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.

Skeleton Barrel Firecracker 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
Skeleton Barrel Royal Giant Skeleton Army Night Witch
Giant Snowball
Skeleton Barrel Goblin Hut Skeleton Army Night Witch
Zap
Skeleton Barrel Firecracker Royal Giant Goblin Hut Skeleton Army Night Witch
Barbarian Barrel
Skeleton Barrel Firecracker Goblin Hut Skeleton Army Electro Wizard Night Witch
The Log
Skeleton Barrel Firecracker Royal Giant Goblin Hut Skeleton Army
Earthquake
Firecracker Goblin Hut Skeleton Army
Arrows
Skeleton Barrel Firecracker Goblin Hut Skeleton Army Night Witch
Royal Delivery
Skeleton Barrel Firecracker Goblin Hut Skeleton Army Electro Wizard Night Witch
Fireball
Skeleton Barrel Firecracker Goblin Hut Skeleton Army Electro Wizard Night Witch
Poison
Skeleton Barrel Firecracker Goblin Hut Skeleton Army Electro Wizard Night Witch
Lightning
Goblin Hut Electro Wizard Night Witch
Rocket
Goblin Hut Night Witch

Against air swarms

Spells and units that can counter air swarms.

Firecracker Poison

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Poison

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.

Skeleton Barrel Skeleton Army Poison Night Witch

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.

Royal Giant 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeleton Barrel Firecracker Skeleton Army Poison Electro Wizard Night Witch Goblin Hut Royal Giant

Shortest cycle

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

13 Skeleton Barrel Firecracker Skeleton Army Poison

Attack Synergies 5 6

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.

Skeleton Barrel
Firecracker Royal Giant Goblin Hut Poison
Firecracker
Skeleton Barrel Royal Giant Goblin Hut
Royal Giant
Skeleton Barrel Firecracker Poison Goblin Hut Electro Wizard Night Witch
Goblin Hut
Skeleton Barrel Firecracker Royal Giant
Skeleton Army
Poison
Royal Giant Skeleton Barrel Night Witch
Electro Wizard
Royal Giant
Night Witch
Royal Giant Poison

Defense Synergies 0 9

Skeleton Barrel
Firecracker
Goblin Hut Skeleton Army Electro Wizard Night Witch
Royal Giant
Goblin Hut
Firecracker Skeleton Army Electro Wizard
Skeleton Army
Firecracker Goblin Hut Electro Wizard
Poison
Electro Wizard
Electro Wizard
Firecracker Goblin Hut Skeleton Army Poison Night Witch
Night Witch
Firecracker Electro 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.

Skeleton Barrel Firecracker Goblin Hut Electro Wizard
Skeleton Army Firecracker Goblin Hut Electro Wizard Night Witch
Goblin Hut Skeleton Army Electro Wizard Night Witch
Goblin Hut Skeleton Army Night Witch Firecracker Electro Wizard
Firecracker Skeleton Army Poison
Skeleton Army Firecracker Electro Wizard Night Witch
Electro Wizard Firecracker Goblin Hut Poison Night Witch
Skeleton Barrel Poison Electro Wizard
Goblin Hut Skeleton Army Night Witch
Skeleton Army Firecracker Electro Wizard Night Witch
Skeleton Army Poison Electro Wizard Firecracker Goblin Hut Night Witch
Firecracker Goblin Hut Poison Electro Wizard Night Witch
Goblin Hut Skeleton Army Night Witch Electro Wizard
Skeleton Army Firecracker Goblin Hut Poison Electro Wizard Night Witch
Skeleton Army Goblin Hut Electro Wizard
Skeleton Army Goblin Hut Electro Wizard
Firecracker Goblin Hut Skeleton Army Poison Electro Wizard Night Witch
Firecracker Goblin Hut Skeleton Army Electro Wizard Night Witch
Poison Firecracker Goblin Hut Electro Wizard
Goblin Hut Electro Wizard
Skeleton Army Firecracker Poison Electro Wizard Night Witch

Counters to secondary win conditions

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

Skeleton Army Goblin Hut Electro Wizard
Poison Electro Wizard Skeleton Barrel Firecracker
Skeleton Army Goblin Hut Electro Wizard
Skeleton Army Electro Wizard Night Witch
Goblin Hut Skeleton Army Night Witch
Firecracker Poison Skeleton Barrel Goblin Hut Electro Wizard
Skeleton Army Goblin Hut Electro Wizard Night Witch
Skeleton Army
Electro Wizard Firecracker Goblin Hut Skeleton Army Poison
Goblin Hut Skeleton Army
Goblin Hut
Skeleton Army Poison Electro Wizard
Skeleton Army Night Witch
Firecracker Skeleton Army
Goblin Hut Skeleton Army Electro Wizard Firecracker Poison Night Witch
Poison Firecracker Goblin Hut 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.)

Skeleton Barrel Poison Firecracker
Firecracker Poison Skeleton Barrel Electro Wizard
Skeleton Barrel Goblin Hut Poison
Skeleton Barrel Firecracker Poison
Poison Firecracker
Firecracker Poison Skeleton Barrel
Firecracker Poison
Poison Skeleton Barrel Firecracker
Poison Skeleton Barrel Firecracker
Poison Electro Wizard Night Witch
Firecracker Poison Skeleton Barrel Electro Wizard
Poison Firecracker
Poison Skeleton Barrel Firecracker Goblin Hut
Skeleton Barrel Firecracker Poison
Skeleton Barrel Firecracker Goblin Hut Poison
Skeleton Barrel Firecracker Goblin Hut Poison
Skeleton Barrel Firecracker Goblin Hut Poison
Poison
Night Witch
Skeleton Barrel Firecracker Poison Electro Wizard
Skeleton Barrel Firecracker Poison
Poison Night Witch
Poison
Skeleton Barrel Poison
Firecracker Poison
Firecracker Poison Skeleton Barrel Electro Wizard
Skeleton Barrel Poison
Poison Skeleton Barrel Firecracker
Poison Firecracker Electro Wizard Night Witch
Electro Wizard Skeleton Barrel Firecracker Goblin Hut Poison
Night Witch
Poison Night Witch
Firecracker Poison Electro Wizard
Firecracker Poison
Skeleton Barrel Electro Wizard Goblin Hut Skeleton Army Night Witch
Poison Firecracker Electro Wizard
Poison Firecracker Electro Wizard
Skeleton Barrel Firecracker Poison
Poison
Firecracker
Firecracker Poison Electro Wizard
Firecracker Poison Electro Wizard
Poison Skeleton Barrel Firecracker Electro Wizard

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