My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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 Minions 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.

Valkyrie Giant 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

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.

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 Elite Barbarians Valkyrie 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 Valkyrie

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

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 Minions 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 Minions Skeleton Army Valkyrie Giant Wizard Elite Barbarians

Shortest cycle

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

9 Fire Spirit Zap Minions Skeleton Army

Attack Synergies 5 11

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
Valkyrie Zap Elite Barbarians Giant
Zap
Elite Barbarians Giant Fire Spirit Minions Valkyrie
Minions
Giant Zap Elite Barbarians Valkyrie
Elite Barbarians
Zap Valkyrie Fire Spirit Minions Wizard
Valkyrie
Fire Spirit Elite Barbarians Zap Minions Giant Wizard
Giant
Zap Minions Fire Spirit Valkyrie Wizard
Wizard
Elite Barbarians Valkyrie Giant
Skeleton Army

Defense Synergies 2 9

Fire Spirit
Zap Valkyrie
Zap
Fire Spirit Minions Elite Barbarians Valkyrie Skeleton Army
Minions
Valkyrie Zap
Elite Barbarians
Valkyrie Zap Wizard
Valkyrie
Minions Elite Barbarians Fire Spirit Zap Wizard
Giant
Wizard
Elite Barbarians Valkyrie Skeleton Army
Skeleton Army
Zap 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.

Zap Minions Valkyrie Wizard
Elite Barbarians Skeleton Army Zap Minions Valkyrie
Skeleton Army Fire Spirit Minions Elite Barbarians Valkyrie
Elite Barbarians Skeleton Army Minions Valkyrie
Elite Barbarians Valkyrie Skeleton Army
Skeleton Army Fire Spirit Zap Minions Valkyrie
Minions Fire Spirit Zap Wizard
Zap Valkyrie
Minions Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Fire Spirit Valkyrie
Minions Valkyrie Skeleton Army Zap Wizard
Minions Zap Wizard
Skeleton Army Fire Spirit Zap Minions Elite Barbarians Valkyrie Wizard
Fire Spirit Valkyrie Wizard Skeleton Army Zap Minions
Elite Barbarians Skeleton Army
Skeleton Army Zap Elite Barbarians
Wizard Minions Elite Barbarians Valkyrie Skeleton Army
Fire Spirit Zap Minions Elite Barbarians Valkyrie Wizard Skeleton Army
Zap Valkyrie Wizard Fire Spirit Minions
Elite Barbarians
Valkyrie Wizard Skeleton Army Fire Spirit Minions Elite Barbarians

Counters to secondary win conditions

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

Valkyrie Skeleton Army Zap Elite Barbarians
Zap Elite Barbarians Valkyrie Wizard
Skeleton Army Zap Minions Elite Barbarians Valkyrie
Valkyrie Skeleton Army Zap Elite Barbarians
Elite Barbarians Valkyrie Skeleton Army
Fire Spirit Wizard Zap Minions
Skeleton Army Minions Elite Barbarians Valkyrie
Elite Barbarians Valkyrie Skeleton Army
Zap Minions Elite Barbarians Valkyrie Skeleton Army
Skeleton Army
Minions Elite Barbarians Valkyrie
Skeleton Army Zap Elite Barbarians Valkyrie
Elite Barbarians Skeleton Army Valkyrie Wizard
Wizard Valkyrie Skeleton Army
Elite Barbarians Skeleton Army Zap Minions Valkyrie
Minions Valkyrie 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.)

Valkyrie
Zap
Valkyrie
Wizard Fire Spirit Zap Valkyrie
Wizard Fire Spirit Zap Minions
Fire Spirit Wizard
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Minions Elite Barbarians
Zap Valkyrie Wizard
Fire Spirit Zap Wizard
Fire Spirit Elite Barbarians
Minions
Zap Elite Barbarians
Zap Wizard
Wizard
Minions
Fire Spirit Zap Wizard
Fire Spirit Zap Valkyrie Wizard
Minions
Wizard
Zap
Zap Fire Spirit Valkyrie Wizard
Zap Wizard
Zap Wizard
Zap
Elite Barbarians Fire Spirit Zap Wizard
Zap Minions Wizard
Elite Barbarians
Zap Wizard
Zap
Wizard
Zap Fire Spirit Minions Skeleton Army
Fire Spirit Zap Wizard
Valkyrie Wizard
Zap Wizard
Zap
Elite Barbarians
Zap Minions Elite Barbarians
Zap
Zap

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