My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Ice Wizard Electro Wizard

Defensive buildings

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

Mortar

Investments

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

Archers Dark Prince Prince Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Zap Fireball

Punishments

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

Mortar Dark Prince Prince

Pump responses

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

Fireball

Dropped at the bridge

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

Mortar Dark Prince Prince

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.

Dark Prince 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
Archers Dark Prince Prince
Giant Snowball
Archers
Zap
Archers Mortar Dark Prince Prince
Barbarian Barrel
Archers Mortar Dark Prince Ice Wizard Electro Wizard
The Log
Archers Dark Prince Prince
Earthquake
Archers Mortar
Arrows
Archers
Royal Delivery
Archers Dark Prince Prince Ice Wizard Electro Wizard
Fireball
Archers Mortar Ice Wizard Electro Wizard
Poison
Archers Mortar Ice Wizard Electro Wizard
Lightning
Mortar Dark Prince Prince Ice Wizard Electro Wizard
Rocket
Mortar Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mortar Fireball Dark Prince Ice 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.

Dark Prince Prince Ice Wizard

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.

Fireball

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 Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Ice Wizard Mortar Fireball Dark Prince Electro Wizard Prince

Shortest cycle

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

12 Zap Archers Ice Wizard Mortar

Attack Synergies 4 15

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
Fireball Prince Electro Wizard Archers Mortar Dark Prince Ice Wizard
Archers
Zap Mortar Dark Prince Prince
Mortar
Zap Archers Fireball Dark Prince
Fireball
Zap Mortar Dark Prince Electro Wizard
Dark Prince
Prince Zap Archers Mortar Fireball Ice Wizard Electro Wizard
Prince
Zap Dark Prince Archers Ice Wizard Electro Wizard
Ice Wizard
Zap Dark Prince Prince
Electro Wizard
Zap Fireball Dark Prince Prince

Defense Synergies 2 20

Zap
Fireball Electro Wizard Archers Mortar Dark Prince Prince Ice Wizard
Archers
Zap Mortar Dark Prince Ice Wizard Electro Wizard
Mortar
Zap Archers Fireball Ice Wizard Electro Wizard
Fireball
Zap Mortar Dark Prince Ice Wizard Electro Wizard
Dark Prince
Zap Archers Fireball Prince Ice Wizard Electro Wizard
Prince
Zap Dark Prince Ice Wizard Electro Wizard
Ice Wizard
Zap Archers Mortar Fireball Dark Prince Prince
Electro Wizard
Zap Archers Mortar Fireball Dark Prince Prince

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 Mortar Fireball Electro Wizard
Zap Mortar Dark Prince Prince Ice Wizard Electro Wizard
Mortar Prince Archers Dark Prince Ice Wizard Electro Wizard
Prince Mortar Dark Prince Ice Wizard Electro Wizard
Fireball Dark Prince Prince
Fireball Zap Archers Dark Prince Ice Wizard Electro Wizard
Electro Wizard Zap Archers Mortar Fireball Ice Wizard
Zap Fireball Electro Wizard
Mortar Prince Ice Wizard
Archers Dark Prince Prince Ice Wizard Electro Wizard
Archers Ice Wizard Electro Wizard Zap Fireball Dark Prince
Zap Archers Fireball Ice Wizard Electro Wizard
Mortar Prince Zap Fireball Dark Prince Ice Wizard Electro Wizard
Fireball Zap Mortar Dark Prince Prince Electro Wizard
Mortar Prince Electro Wizard
Zap Mortar Fireball Prince Electro Wizard
Mortar Fireball Dark Prince Prince Electro Wizard
Mortar Fireball Zap Archers Dark Prince Prince Ice Wizard Electro Wizard
Zap Mortar Archers Fireball Dark Prince Ice Wizard Electro Wizard
Mortar Prince Electro Wizard
Dark Prince Archers Fireball Prince Electro Wizard

Counters to secondary win conditions

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

Zap Archers Fireball Dark Prince Prince Electro Wizard
Fireball Electro Wizard Zap Archers Mortar Prince
Zap Dark Prince Prince Electro Wizard
Dark Prince Prince Zap Fireball Electro Wizard
Dark Prince Prince
Fireball Zap Archers Ice Wizard Electro Wizard
Dark Prince Prince Archers Fireball Ice Wizard Electro Wizard
Dark Prince Prince
Zap Electro Wizard Mortar Fireball Dark Prince Prince
Dark Prince Prince
Zap Fireball Dark Prince Prince Electro Wizard
Dark Prince Prince Fireball
Archers Fireball
Electro Wizard Zap Archers Mortar Fireball Dark Prince Prince
Zap Archers Fireball Dark Prince Ice 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.)

Fireball Mortar
Mortar Fireball Zap Ice Wizard Electro Wizard
Fireball
Fireball Dark Prince Prince
Fireball Zap Mortar Dark Prince
Fireball Zap Ice Wizard
Archers Mortar
Fireball Zap Ice Wizard
Fireball Zap Mortar
Fireball Prince Electro Wizard
Zap Mortar Fireball Dark Prince Prince Electro Wizard
Fireball Zap Archers
Mortar Fireball
Mortar Fireball
Zap Mortar Fireball Prince
Zap Mortar Fireball
Mortar Fireball
Mortar Fireball
Zap Archers Mortar Fireball Dark Prince Prince Electro Wizard
Zap Mortar Fireball
Fireball Prince
Fireball
Prince
Zap Mortar Fireball
Zap Mortar Fireball Dark Prince Ice Wizard
Mortar Fireball Zap Ice Wizard Electro Wizard
Fireball Zap Mortar Prince
Fireball Zap Mortar
Zap Archers Fireball Ice Wizard Electro Wizard
Zap Electro Wizard Fireball
Fireball
Zap Mortar Fireball
Zap Fireball Electro Wizard
Prince
Fireball
Zap Electro Wizard Archers Fireball Dark Prince Prince
Fireball Zap Archers Ice Wizard Electro Wizard
Fireball
Fireball Dark Prince Prince Electro Wizard
Zap Mortar Fireball
Zap Fireball
Dark Prince Prince
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Mortar Fireball Dark Prince Prince Electro Wizard

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