My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Missing

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.

Knight Sparky

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Zap Fireball Freeze

Punishments

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

Elite Barbarians Graveyard

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Graveyard

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Elite Barbarians

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 Graveyard

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 Skeleton Army Graveyard Sparky
Giant Snowball
Skeleton Army Graveyard
Zap
Skeleton Army Graveyard Sparky
Barbarian Barrel
Knight Elite Barbarians Skeleton Army Graveyard Sparky
The Log
Elite Barbarians Skeleton Army Graveyard Sparky
Earthquake
Skeleton Army Graveyard
Arrows
Skeleton Army Graveyard
Royal Delivery
Knight Elite Barbarians Skeleton Army Graveyard Sparky
Fireball
Elite Barbarians Skeleton Army Sparky
Poison
Skeleton Army Graveyard Sparky
Lightning
Knight Elite Barbarians Sparky
Rocket
Elite Barbarians Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Freeze Sparky

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.

Knight Skeleton Army Freeze Sparky

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 Fireball Skeleton Army Graveyard

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.

Fireball

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Skeleton Army Fireball Freeze Graveyard Elite Barbarians Sparky

Shortest cycle

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

12 Zap Knight Skeleton Army Fireball

Attack Synergies 7 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.

Zap
Elite Barbarians Fireball Graveyard Sparky Knight Freeze
Knight
Graveyard Zap Elite Barbarians Fireball Sparky
Elite Barbarians
Zap Knight Fireball Graveyard Sparky
Fireball
Zap Graveyard Knight Elite Barbarians Freeze Sparky
Skeleton Army
Sparky
Freeze
Graveyard Zap Fireball
Graveyard
Zap Knight Fireball Freeze Elite Barbarians Sparky
Sparky
Zap Knight Elite Barbarians Fireball Skeleton Army Graveyard

Defense Synergies 1 11

Zap
Fireball Knight Elite Barbarians Skeleton Army Sparky
Knight
Zap Fireball Skeleton Army Sparky
Elite Barbarians
Zap
Fireball
Zap Knight Freeze
Skeleton Army
Zap Knight Freeze Sparky
Freeze
Fireball Skeleton Army Sparky
Graveyard
Sparky
Zap Knight Skeleton Army Freeze

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 Knight Fireball Sparky
Elite Barbarians Skeleton Army Sparky Zap Knight
Skeleton Army Sparky Knight Elite Barbarians Freeze
Elite Barbarians Skeleton Army Sparky Knight
Elite Barbarians Fireball Skeleton Army Sparky
Fireball Skeleton Army Freeze Zap
Zap Fireball Freeze
Zap Fireball Sparky
Sparky Elite Barbarians Skeleton Army
Knight Elite Barbarians Skeleton Army Sparky
Skeleton Army Zap Knight Fireball Freeze
Zap Fireball
Skeleton Army Sparky Zap Knight Elite Barbarians Fireball Freeze
Fireball Skeleton Army Sparky Zap Freeze
Elite Barbarians Skeleton Army Sparky Knight
Skeleton Army Zap Elite Barbarians Fireball Freeze Sparky
Sparky Knight Elite Barbarians Fireball Skeleton Army
Fireball Zap Knight Elite Barbarians Skeleton Army
Zap Freeze Knight Fireball
Sparky Elite Barbarians
Skeleton Army Knight Elite Barbarians Fireball Sparky

Counters to secondary win conditions

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

Knight Skeleton Army Zap Elite Barbarians Fireball Sparky
Fireball Zap Knight Elite Barbarians
Skeleton Army Zap Knight Elite Barbarians Sparky
Skeleton Army Zap Knight Elite Barbarians Fireball Sparky
Knight Elite Barbarians Skeleton Army Sparky
Fireball Zap Freeze
Skeleton Army Sparky Knight Elite Barbarians Fireball
Knight Elite Barbarians Skeleton Army Sparky
Zap Freeze Knight Elite Barbarians Fireball Skeleton Army Sparky
Skeleton Army Sparky
Knight Elite Barbarians Sparky
Skeleton Army Zap Elite Barbarians Fireball
Elite Barbarians Skeleton Army Knight Fireball Sparky
Fireball Skeleton Army Sparky
Elite Barbarians Skeleton Army Sparky Zap Knight Fireball Freeze
Zap Elite Barbarians Fireball Freeze Sparky

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.)

Fireball Knight Freeze Sparky
Fireball Zap
Fireball Sparky
Knight Fireball Freeze Sparky
Fireball Zap Sparky
Fireball Zap Freeze
Sparky
Fireball Zap Freeze
Fireball Zap
Elite Barbarians Fireball Sparky
Zap Knight Fireball Sparky
Fireball Zap
Knight Elite Barbarians Fireball Sparky
Fireball Freeze
Zap Elite Barbarians Fireball Sparky
Zap Fireball Sparky
Fireball Sparky
Fireball Freeze Sparky
Sparky
Zap Fireball Sparky
Zap Fireball
Fireball Sparky
Fireball
Sparky
Zap Fireball
Zap Freeze Fireball Sparky
Fireball Zap Sparky
Fireball Zap Sparky
Fireball Zap Sparky
Elite Barbarians Zap Fireball Sparky
Zap Fireball Freeze
Elite Barbarians Fireball Sparky
Zap Fireball Sparky
Zap Fireball Freeze Sparky
Sparky
Fireball Sparky
Zap Fireball Skeleton Army Freeze
Fireball Zap
Freeze
Fireball
Fireball Knight Sparky
Zap Fireball
Zap Fireball Sparky
Elite Barbarians Sparky
Zap Elite Barbarians Fireball Freeze Sparky
Zap Fireball
Zap Fireball Freeze Sparky

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