My Best Clash Royale Deck

Deck Check Rating

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

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.

Archers Little Prince

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.

Archers Royal Giant Royal Ghost Fisherman Little Prince

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Rage

Punishments

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

Royal Giant Royal Ghost

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.

Royal Giant Royal Ghost

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.

Royal Ghost

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
Archers Royal Giant Guards Fisherman
Giant Snowball
Archers Guards Fisherman Little Prince
Zap
Archers Royal Giant Guards Fisherman Little Prince
Barbarian Barrel
Archers Guards Royal Ghost Little Prince
The Log
Archers Royal Giant Guards Fisherman Little Prince
Earthquake
Archers Guards
Arrows
Archers Guards Little Prince
Royal Delivery
Archers Guards Royal Ghost Fisherman Little Prince
Fireball
Archers Fisherman Little Prince
Poison
Archers Guards Fisherman Little Prince
Lightning
Fisherman Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Royal Ghost

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.

Rage Guards Royal Ghost

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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Archers Guards Royal Ghost Fisherman Little Prince Royal Giant

Shortest cycle

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

10 Zap Rage Archers Guards

Attack Synergies 1 13

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
Archers Royal Giant Guards Royal Ghost Fisherman Little Prince
Archers
Zap Royal Giant Royal Ghost Fisherman
Royal Giant
Fisherman Zap Archers Guards Royal Ghost
Rage
Guards
Zap Royal Giant
Royal Ghost
Zap Archers Royal Giant Fisherman Little Prince
Fisherman
Royal Giant Zap Archers Royal Ghost
Little Prince
Zap Royal Ghost

Defense Synergies 1 8

Zap
Archers Guards Royal Ghost Fisherman Little Prince
Archers
Zap Guards Fisherman
Royal Giant
Rage
Guards
Fisherman Zap Archers
Royal Ghost
Zap Little Prince
Fisherman
Guards Zap Archers
Little Prince
Zap Royal Ghost

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
Zap Fisherman
Fisherman Archers
Guards Fisherman
Zap Archers Guards Royal Ghost
Zap Archers Little Prince
Zap
Fisherman
Guards Archers Royal Ghost Fisherman Little Prince
Archers Guards Zap Royal Ghost Fisherman
Zap Archers
Zap Guards
Zap Guards Royal Ghost
Zap Fisherman
Fisherman
Zap Archers Guards Royal Ghost Fisherman Little Prince
Zap Archers Guards Royal Ghost Fisherman Little Prince
Fisherman
Royal Ghost Archers Guards Fisherman Little Prince

Counters to secondary win conditions

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

Guards Zap Archers Royal Ghost Fisherman
Zap Archers Royal Ghost Fisherman
Guards Zap Fisherman
Guards Zap Fisherman
Guards Fisherman
Zap Archers
Guards Archers
Fisherman
Zap
Guards
Guards
Zap Guards
Guards
Archers
Guards Zap Archers Fisherman Little Prince
Zap Archers Royal Ghost

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.)

Guards Royal Ghost
Zap Royal Ghost Fisherman
Guards
Zap
Zap
Archers
Zap
Zap Fisherman
Guards Fisherman
Zap Fisherman
Zap Archers
Fisherman
Fisherman
Zap Fisherman
Zap
Fisherman
Zap Archers Fisherman
Zap Little Prince
Fisherman
Zap
Zap Little Prince
Fisherman
Zap Royal Ghost Fisherman
Zap Fisherman
Zap Fisherman
Zap Archers Little Prince
Zap Guards
Zap
Zap
Zap Archers Guards
Zap Archers
Zap
Zap
Zap Guards
Zap
Zap Royal Ghost Little Prince

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