My Best Clash Royale Deck

Deck Check Rating

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

Why?

Missing cards in your collection

Fisherman

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Witch

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.

Giant Wizard Witch Balloon

Offensive cards

Win conditions

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

Giant Balloon

Damage spells

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

Zap Fireball Rage

Punishments

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

Giant Balloon

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.

Barbarians Giant Balloon

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.

Balloon

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
Giant Balloon
Giant Snowball
Barbarians Witch Balloon
Zap
Witch Balloon
Barbarian Barrel
Barbarians Wizard Witch
The Log
Barbarians Witch
Earthquake
Barbarians Witch
Arrows
Witch
Royal Delivery
Barbarians Wizard Witch Balloon
Fireball
Barbarians Wizard Witch Balloon
Poison
Barbarians Wizard Witch Balloon
Lightning
Wizard Witch Balloon
Rocket
Barbarians Wizard Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard

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

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.

Barbarians Fireball Wizard Witch

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 Rage Fireball Barbarians Giant Wizard Witch Balloon

Shortest cycle

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

13 Zap Rage Fireball Barbarians

Attack Synergies 6 8

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 Giant Balloon Witch
Barbarians
Balloon
Fireball
Zap Giant
Giant
Zap Rage Fireball Wizard Witch Balloon
Wizard
Giant Rage Balloon
Rage
Giant Witch Balloon Wizard
Witch
Rage Zap Giant
Balloon
Zap Rage Barbarians Giant Wizard

Defense Synergies 1 2

Zap
Fireball Barbarians Witch
Barbarians
Zap
Fireball
Zap
Giant
Wizard
Rage
Witch
Zap
Balloon

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 Fireball Wizard
Barbarians Zap Witch
Barbarians Witch
Barbarians Witch
Barbarians Fireball
Fireball Zap
Zap Fireball Wizard Witch
Zap Barbarians Fireball
Barbarians Witch
Barbarians
Barbarians Witch Zap Fireball Wizard
Zap Fireball Wizard Witch
Barbarians Zap Fireball Wizard Witch
Fireball Wizard Zap Barbarians Witch
Barbarians
Barbarians Zap Fireball
Barbarians Wizard Fireball Witch
Fireball Zap Barbarians Wizard Witch
Zap Wizard Witch Barbarians Fireball
Barbarians
Wizard Barbarians Fireball Witch

Counters to secondary win conditions

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

Barbarians Zap Fireball Witch
Fireball Zap Wizard
Barbarians Zap Witch
Zap Barbarians Fireball
Barbarians Witch
Fireball Wizard Zap Witch
Barbarians Fireball Witch
Barbarians
Zap Barbarians Fireball Witch
Witch Barbarians
Barbarians Witch
Zap Barbarians Fireball
Barbarians Fireball Wizard Witch
Wizard Barbarians Fireball Witch
Barbarians Witch Zap Fireball
Zap Barbarians Fireball Wizard Witch

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
Fireball Zap
Fireball
Barbarians Fireball
Fireball Wizard Zap
Fireball Wizard Zap Witch
Wizard Witch
Fireball Zap Wizard
Fireball Zap Wizard
Fireball
Zap Fireball Wizard
Fireball Zap Wizard
Fireball
Fireball
Zap Fireball
Zap Fireball Wizard Witch
Fireball Wizard
Fireball
Zap Fireball Wizard
Zap Fireball Wizard Witch
Fireball
Fireball Wizard
Zap Barbarians Fireball
Zap Fireball Wizard Witch
Witch
Fireball Zap Wizard Witch
Fireball Zap Wizard Witch
Fireball Zap
Zap Fireball Wizard Witch
Zap Fireball Wizard Witch
Fireball
Zap Fireball Wizard
Zap Fireball
Fireball Wizard
Zap Barbarians Fireball Witch
Fireball Zap Wizard Witch
Fireball
Fireball Wizard
Zap Fireball Wizard
Zap Fireball
Zap Fireball Witch
Zap Fireball Witch
Zap Fireball Witch

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