My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Bad
Versatility
Mediocre
F2P score
RIP

2 problems 2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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

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.

Firecracker Dark Prince Skeleton King

Offensive cards

Win conditions

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

Wall Breakers

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.

Elite Barbarians Wall Breakers Dark Prince

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.

Elite Barbarians Wall Breakers Dark Prince Skeleton King

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 Elite Barbarians Dark Prince

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
Elite Barbarians Wall Breakers Dark Prince Skeleton King
Giant Snowball
Wall Breakers Skeleton King
Zap
Firecracker Wall Breakers Dark Prince Skeleton King
Barbarian Barrel
Firecracker Elite Barbarians Wall Breakers Dark Prince Skeleton King
The Log
Firecracker Elite Barbarians Wall Breakers Dark Prince Skeleton King
Earthquake
Firecracker Skeleton King
Arrows
Firecracker Wall Breakers Skeleton King
Royal Delivery
Firecracker Elite Barbarians Wall Breakers Dark Prince Skeleton King
Fireball
Firecracker Elite Barbarians Wall Breakers Skeleton King
Poison
Firecracker Skeleton King
Lightning
Elite Barbarians Dark Prince Skeleton King
Rocket
Elite Barbarians Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Dark Prince Skeleton King

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 Dark 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.

Elite Barbarians

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.

Mirror Zap Wall Breakers Rage Firecracker Dark Prince Skeleton King Elite Barbarians

Shortest cycle

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

6 Mirror Zap Wall Breakers Rage

Attack Synergies 4 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
Firecracker Elite Barbarians Mirror Wall Breakers Dark Prince
Firecracker
Zap Elite Barbarians Mirror Wall Breakers Dark Prince
Elite Barbarians
Zap Rage Firecracker
Mirror
Zap Firecracker Wall Breakers
Wall Breakers
Zap Firecracker Mirror Skeleton King
Rage
Elite Barbarians Dark Prince
Dark Prince
Zap Firecracker Rage
Skeleton King
Wall Breakers

Defense Synergies 2 5

Zap
Mirror Firecracker Elite Barbarians Dark Prince
Firecracker
Zap Mirror Dark Prince
Elite Barbarians
Dark Prince Zap
Mirror
Zap Firecracker
Wall Breakers
Rage
Dark Prince
Elite Barbarians Zap Firecracker
Skeleton King

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 Firecracker
Elite Barbarians Zap Firecracker Dark Prince
Elite Barbarians Dark Prince
Elite Barbarians Firecracker Dark Prince Skeleton King
Firecracker Elite Barbarians Dark Prince
Zap Firecracker Dark Prince
Zap Firecracker
Zap
Elite Barbarians Skeleton King
Elite Barbarians Firecracker Dark Prince
Zap Firecracker Dark Prince Skeleton King
Zap Firecracker
Zap Elite Barbarians Dark Prince
Zap Firecracker Dark Prince Skeleton King
Elite Barbarians Skeleton King
Zap Elite Barbarians
Firecracker Elite Barbarians Dark Prince
Zap Firecracker Elite Barbarians Dark Prince
Zap Firecracker Dark Prince
Elite Barbarians
Dark Prince Firecracker Elite Barbarians

Counters to secondary win conditions

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

Zap Elite Barbarians Dark Prince
Zap Firecracker Elite Barbarians
Zap Elite Barbarians Dark Prince
Dark Prince Zap Elite Barbarians
Elite Barbarians Dark Prince
Firecracker Zap
Dark Prince Elite Barbarians
Elite Barbarians Dark Prince
Zap Firecracker Elite Barbarians Dark Prince
Elite Barbarians Dark Prince
Zap Elite Barbarians Dark Prince
Elite Barbarians Dark Prince Skeleton King
Firecracker
Elite Barbarians Zap Firecracker Dark Prince Skeleton King
Zap Firecracker Elite Barbarians Dark Prince Skeleton King

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.)

Firecracker
Firecracker Zap
Firecracker Dark Prince
Zap Firecracker Dark Prince
Firecracker Zap
Firecracker
Zap Firecracker
Zap Firecracker
Elite Barbarians
Firecracker Zap Dark Prince
Zap Firecracker
Firecracker Elite Barbarians
Firecracker
Zap Firecracker Elite Barbarians
Zap Firecracker
Firecracker
Zap Firecracker Dark Prince
Zap Firecracker
Zap
Zap Firecracker Dark Prince
Firecracker Zap
Zap
Zap Firecracker
Elite Barbarians Zap Firecracker
Zap Firecracker
Elite Barbarians
Zap
Zap Firecracker
Firecracker
Zap Dark Prince
Zap Firecracker
Firecracker Dark Prince
Zap Firecracker Skeleton King
Zap
Firecracker Elite Barbarians Dark Prince
Zap Firecracker Elite Barbarians Skeleton King
Firecracker Zap
Zap Firecracker Dark Prince

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