My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Great!
Versatility
Godly!
F2P score
Great!

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 Wizard Electro 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.

Royal Giant Wizard Electro Wizard

Offensive cards

Win conditions

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

Royal Giant 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.

Royal Giant Elite Barbarians Hog 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.

Fire Spirit Barbarians Royal Giant Elite Barbarians Hog 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.

Elite Barbarians Hog Rider 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
Royal Giant Elite Barbarians Hog Rider
Giant Snowball
Fire Spirit Barbarians Hog Rider
Zap
Fire Spirit Royal Giant
Barbarian Barrel
Fire Spirit Barbarians Elite Barbarians Wizard Electro Wizard
The Log
Fire Spirit Barbarians Royal Giant Elite Barbarians Hog Rider
Earthquake
Barbarians Hog Rider
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Barbarians Elite Barbarians Hog Rider Wizard Electro Wizard
Fireball
Barbarians Elite Barbarians Hog Rider Wizard Electro Wizard
Poison
Barbarians Wizard Electro Wizard
Lightning
Elite Barbarians Wizard Electro Wizard
Rocket
Barbarians Elite Barbarians Hog Rider 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 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

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 Elite Barbarians

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 Barbarians 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Hog Rider Electro Wizard Barbarians Wizard Royal Giant Elite Barbarians

Shortest cycle

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

11 Fire Spirit Zap Hog Rider Electro Wizard

Attack Synergies 5 12

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
Royal Giant Hog Rider Zap Elite Barbarians
Zap
Elite Barbarians Hog Rider Electro Wizard Fire Spirit Royal Giant
Barbarians
Hog Rider
Royal Giant
Fire Spirit Zap Elite Barbarians Hog Rider Wizard Electro Wizard
Elite Barbarians
Zap Fire Spirit Royal Giant Hog Rider Wizard
Hog Rider
Fire Spirit Zap Barbarians Royal Giant Elite Barbarians Wizard Electro Wizard
Wizard
Royal Giant Elite Barbarians Hog Rider
Electro Wizard
Zap Royal Giant Hog Rider

Defense Synergies 1 6

Fire Spirit
Zap Electro Wizard
Zap
Electro Wizard Fire Spirit Barbarians Elite Barbarians
Barbarians
Zap
Royal Giant
Elite Barbarians
Zap Wizard
Hog Rider
Wizard
Elite Barbarians Electro Wizard
Electro Wizard
Zap Fire Spirit 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 Wizard Electro Wizard
Barbarians Elite Barbarians Zap Electro Wizard
Barbarians Fire Spirit Elite Barbarians Electro Wizard
Barbarians Elite Barbarians Electro Wizard
Barbarians Elite Barbarians
Fire Spirit Zap Electro Wizard
Electro Wizard Fire Spirit Zap Wizard
Zap Barbarians Electro Wizard
Barbarians Elite Barbarians
Elite Barbarians Fire Spirit Barbarians Electro Wizard
Barbarians Electro Wizard Zap Wizard
Zap Wizard Electro Wizard
Barbarians Fire Spirit Zap Elite Barbarians Wizard Electro Wizard
Fire Spirit Wizard Zap Barbarians Electro Wizard
Barbarians Elite Barbarians Electro Wizard
Barbarians Zap Elite Barbarians Electro Wizard
Barbarians Wizard Elite Barbarians Electro Wizard
Fire Spirit Zap Barbarians Elite Barbarians Wizard Electro Wizard
Zap Wizard Fire Spirit Barbarians Electro Wizard
Barbarians Elite Barbarians Electro Wizard
Wizard Fire Spirit Barbarians Elite Barbarians Electro Wizard

Counters to secondary win conditions

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

Barbarians Zap Elite Barbarians Electro Wizard
Electro Wizard Zap Elite Barbarians Wizard
Barbarians Zap Elite Barbarians Electro Wizard
Zap Barbarians Elite Barbarians Electro Wizard
Barbarians Elite Barbarians
Fire Spirit Wizard Zap Electro Wizard
Barbarians Elite Barbarians Electro Wizard
Barbarians Elite Barbarians
Zap Electro Wizard Barbarians Elite Barbarians
Barbarians
Barbarians Elite Barbarians
Zap Barbarians Elite Barbarians Electro Wizard
Barbarians Elite Barbarians Wizard
Wizard Barbarians
Barbarians Elite Barbarians Electro Wizard Zap
Zap Barbarians Elite Barbarians 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.)

Zap Electro Wizard
Barbarians
Wizard Fire Spirit Zap
Wizard Fire Spirit Zap
Fire Spirit Wizard
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Elite Barbarians Electro Wizard
Zap Wizard Electro Wizard
Fire Spirit Zap Wizard
Fire Spirit Elite Barbarians
Zap Elite Barbarians
Zap Wizard
Wizard
Fire Spirit Zap Wizard Electro Wizard
Fire Spirit Zap Wizard
Wizard
Zap Barbarians
Zap Fire Spirit Wizard
Zap Wizard Electro Wizard
Zap Wizard
Zap
Elite Barbarians Fire Spirit Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Elite Barbarians
Zap Wizard
Zap Electro Wizard
Wizard
Zap Electro Wizard Fire Spirit Barbarians
Fire Spirit Zap Wizard Electro Wizard
Wizard Electro Wizard
Zap Wizard
Zap
Elite Barbarians
Zap Elite Barbarians Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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