My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Elixir Golem

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.

Inferno Tower Wizard Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Wizard Prince Bandit Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

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.

Hog Rider Prince Bandit

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.

Hog Rider Prince Bandit

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.

Hog Rider Bandit 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
Hog Rider Skeleton Army Prince Bandit
Giant Snowball
Hog Rider Skeleton Army
Zap
Inferno Tower Skeleton Army Prince Bandit
Barbarian Barrel
Inferno Tower Wizard Skeleton Army Bandit Electro Wizard
The Log
Hog Rider Skeleton Army Prince Bandit
Earthquake
Hog Rider Inferno Tower Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Hog Rider Wizard Skeleton Army Prince Bandit Electro Wizard
Fireball
Hog Rider Inferno Tower Wizard Skeleton Army Bandit Electro Wizard
Poison
Inferno Tower Wizard Skeleton Army Electro Wizard
Lightning
Inferno Tower Wizard Prince Bandit Electro Wizard
Rocket
Hog Rider Inferno Tower Wizard Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Inferno Tower Skeleton Army Prince

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

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.

Wizard 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Skeleton Army Bandit Hog Rider Electro Wizard Inferno Tower Wizard Prince

Shortest cycle

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

12 Zap Skeleton Army Bandit Hog Rider

Attack Synergies 3 9

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
Hog Rider Prince Electro Wizard Bandit
Hog Rider
Zap Wizard Prince Bandit Electro Wizard
Inferno Tower
Wizard
Hog Rider Prince Bandit
Skeleton Army
Prince
Zap Hog Rider Wizard Electro Wizard
Bandit
Zap Hog Rider Wizard Electro Wizard
Electro Wizard
Zap Hog Rider Prince Bandit

Defense Synergies 3 15

Zap
Electro Wizard Inferno Tower Skeleton Army Prince Bandit
Hog Rider
Inferno Tower
Skeleton Army Electro Wizard Zap Prince Bandit
Wizard
Skeleton Army Prince Bandit Electro Wizard
Skeleton Army
Inferno Tower Zap Wizard Prince Bandit Electro Wizard
Prince
Zap Inferno Tower Wizard Skeleton Army Electro Wizard
Bandit
Zap Inferno Tower Wizard Skeleton Army Electro Wizard
Electro Wizard
Zap Inferno Tower Wizard Skeleton Army Prince Bandit

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 Inferno Tower Wizard Electro Wizard
Inferno Tower Skeleton Army Zap Prince Bandit Electro Wizard
Inferno Tower Skeleton Army Prince Bandit Electro Wizard
Inferno Tower Skeleton Army Prince Bandit Electro Wizard
Skeleton Army Prince
Skeleton Army Zap Bandit Electro Wizard
Inferno Tower Electro Wizard Zap Wizard
Zap Inferno Tower Bandit Electro Wizard
Inferno Tower Skeleton Army Prince
Skeleton Army Inferno Tower Prince Bandit Electro Wizard
Skeleton Army Electro Wizard Zap Wizard Bandit
Inferno Tower Zap Wizard Electro Wizard
Inferno Tower Skeleton Army Prince Zap Wizard Bandit Electro Wizard
Wizard Skeleton Army Zap Prince Electro Wizard
Inferno Tower Skeleton Army Prince Bandit Electro Wizard
Inferno Tower Skeleton Army Zap Prince Bandit Electro Wizard
Wizard Inferno Tower Skeleton Army Prince Electro Wizard
Zap Wizard Skeleton Army Prince Bandit Electro Wizard
Zap Wizard Bandit Electro Wizard
Inferno Tower Prince Electro Wizard
Wizard Skeleton Army Prince Bandit Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap Inferno Tower Prince Bandit Electro Wizard
Bandit Electro Wizard Zap Wizard Prince
Skeleton Army Bandit Zap Inferno Tower Prince Electro Wizard
Skeleton Army Prince Zap Inferno Tower Bandit Electro Wizard
Inferno Tower Skeleton Army Prince Bandit
Wizard Zap Electro Wizard
Skeleton Army Prince Inferno Tower Bandit Electro Wizard
Inferno Tower Skeleton Army Prince
Zap Electro Wizard Inferno Tower Skeleton Army Prince Bandit
Inferno Tower Skeleton Army
Inferno Tower Prince
Skeleton Army Zap Prince Electro Wizard
Skeleton Army Prince Inferno Tower Wizard Bandit
Wizard Skeleton Army
Inferno Tower Skeleton Army Electro Wizard Zap Prince
Zap Inferno Tower Wizard 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.)

Bandit
Zap Bandit Electro Wizard
Bandit
Prince
Wizard Zap
Wizard Zap
Wizard
Zap Wizard
Zap Wizard Bandit
Prince Electro Wizard
Zap Wizard Prince Bandit Electro Wizard
Zap Wizard
Bandit
Bandit
Zap Prince
Zap Wizard Bandit
Wizard Bandit
Zap Wizard Prince Bandit Electro Wizard
Zap Wizard
Prince
Wizard
Prince
Zap
Zap Wizard
Zap Wizard Bandit Electro Wizard
Zap Wizard Prince Bandit
Zap Bandit
Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard Bandit
Zap Electro Wizard
Prince
Wizard
Zap Electro Wizard Skeleton Army Prince Bandit
Zap Wizard Electro Wizard
Wizard Prince Electro Wizard
Zap Wizard
Zap
Prince
Zap Electro Wizard
Zap Electro Wizard
Zap Prince Bandit Electro Wizard

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