My Best Clash Royale Deck

Deck Check Rating

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

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.

Firecracker Zappies Ram Rider Little Prince

Defensive buildings

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

Cannon

Investments

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

Firecracker Zappies Ram Rider Little Prince

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Zap Arrows

Punishments

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

Ram Rider

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.

Ram Rider

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.

Firecracker Ram Rider

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 Army Ram Rider
Giant Snowball
Cannon Zappies Skeleton Army Ram Rider Little Prince
Zap
Cannon Firecracker Zappies Skeleton Army Ram Rider Little Prince
Barbarian Barrel
Cannon Firecracker Zappies Skeleton Army Little Prince
The Log
Cannon Firecracker Zappies Skeleton Army Ram Rider Little Prince
Earthquake
Cannon Firecracker Zappies Skeleton Army
Arrows
Firecracker Zappies Skeleton Army Little Prince
Royal Delivery
Firecracker Zappies Skeleton Army Ram Rider Little Prince
Fireball
Cannon Firecracker Zappies Skeleton Army Ram Rider Little Prince
Poison
Cannon Firecracker Zappies Skeleton Army Little Prince
Lightning
Cannon Ram Rider Little Prince
Rocket
Ram Rider Little Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker

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.

Arrows 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.

Skeleton Army

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.

Zap Arrows Cannon Firecracker Skeleton Army Little Prince Zappies Ram Rider

Shortest cycle

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

11 Zap Arrows Cannon Firecracker

Attack Synergies 3 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.

Zap
Arrows Firecracker Ram Rider Zappies Little Prince
Arrows
Zap Ram Rider
Cannon
Firecracker
Zap Zappies Ram Rider
Zappies
Zap Firecracker Ram Rider
Skeleton Army
Ram Rider
Zap Arrows Firecracker Zappies
Little Prince
Zap

Defense Synergies 1 14

Zap
Cannon Arrows Firecracker Zappies Skeleton Army Ram Rider Little Prince
Arrows
Zap Cannon Little Prince
Cannon
Zap Arrows Firecracker Skeleton Army Little Prince
Firecracker
Zap Cannon Zappies Skeleton Army
Zappies
Zap Firecracker Skeleton Army
Skeleton Army
Zap Cannon Firecracker Zappies
Ram Rider
Zap
Little Prince
Zap Arrows Cannon

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 Cannon Firecracker Zappies Ram Rider
Skeleton Army Zap Cannon Firecracker Zappies Ram Rider
Cannon Skeleton Army Ram Rider Zappies
Cannon Skeleton Army Firecracker Zappies Ram Rider
Arrows Firecracker Skeleton Army
Arrows Skeleton Army Zap Cannon Firecracker Zappies
Ram Rider Zap Arrows Cannon Firecracker Zappies Little Prince
Zap Arrows Cannon Ram Rider
Cannon Zappies Skeleton Army
Skeleton Army Cannon Firecracker Zappies Little Prince
Skeleton Army Zap Arrows Cannon Firecracker Zappies Ram Rider
Arrows Zap Firecracker Zappies Ram Rider
Cannon Skeleton Army Zap Zappies Ram Rider
Skeleton Army Zap Arrows Cannon Firecracker Zappies
Skeleton Army Cannon Zappies Ram Rider
Skeleton Army Zap Cannon Zappies Ram Rider
Arrows Cannon Firecracker Zappies Skeleton Army
Arrows Cannon Zap Firecracker Zappies Skeleton Army Ram Rider Little Prince
Zap Arrows Cannon Firecracker Zappies Ram Rider Little Prince
Cannon Zappies Ram Rider
Skeleton Army Arrows Cannon Firecracker Zappies Little Prince

Counters to secondary win conditions

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

Skeleton Army Zap Zappies
Zap Arrows Firecracker
Zappies Skeleton Army Zap Ram Rider
Skeleton Army Zap Zappies Ram Rider
Cannon Zappies Skeleton Army Ram Rider
Arrows Firecracker Zap Zappies Ram Rider
Skeleton Army Zappies Ram Rider
Zappies Skeleton Army
Zap Firecracker Zappies Skeleton Army
Cannon Zappies Skeleton Army
Zappies
Skeleton Army Zap Arrows
Skeleton Army Cannon Zappies Ram Rider
Cannon Firecracker Zappies Skeleton Army
Zappies Skeleton Army Zap Firecracker Little Prince
Arrows Zap Cannon Firecracker Zappies

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.)

Arrows Firecracker
Arrows Firecracker Zap Ram Rider
Arrows
Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Zap Ram Rider
Arrows Firecracker
Arrows Zap Firecracker Ram Rider
Arrows Zap Firecracker Ram Rider
Firecracker Zap Arrows Ram Rider
Zap Arrows Firecracker
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker
Arrows
Zap Arrows Firecracker
Zap Arrows Firecracker Little Prince
Arrows
Zap Arrows
Zap Arrows Firecracker Little Prince
Arrows Firecracker Zap Ram Rider
Zap Arrows Ram Rider
Zap Arrows Firecracker
Zap Arrows Firecracker Little Prince
Zap Firecracker Zappies
Zap Arrows
Zap Arrows Firecracker Zappies
Arrows Firecracker
Zap Zappies Skeleton Army
Zap Arrows Firecracker Zappies Ram Rider
Arrows
Firecracker
Arrows Zap Firecracker
Zap Arrows
Firecracker
Zap Firecracker Zappies
Firecracker Zap Zappies
Zap Firecracker Little Prince

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