My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Royal Ghost

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Electro Wizard Inferno Dragon

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.

Archers Giant Electro Wizard Inferno Dragon Sparky

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Tornado

Punishments

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

Giant

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.

Giant

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.

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 Giant Skeleton Army Inferno Dragon Sparky
Giant Snowball
Archers Skeleton Army Inferno Dragon
Zap
Archers Skeleton Army Inferno Dragon Sparky
Barbarian Barrel
Archers Skeleton Army Electro Wizard Sparky
The Log
Archers Skeleton Army Sparky
Earthquake
Archers Skeleton Army
Arrows
Archers Skeleton Army
Royal Delivery
Archers Skeleton Army Electro Wizard Inferno Dragon Sparky
Fireball
Archers Skeleton Army Electro Wizard Inferno Dragon Sparky
Poison
Archers Skeleton Army Electro Wizard Sparky
Lightning
Electro Wizard Inferno Dragon Sparky
Rocket
Inferno Dragon Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado 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.

Skeleton Army Tornado Inferno Dragon 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.

Skeleton Army

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Skeleton Army Tornado Electro Wizard Inferno Dragon Giant Sparky

Shortest cycle

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

11 Zap Archers Skeleton Army Tornado

Attack Synergies 6 7

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
Giant Tornado Electro Wizard Sparky Archers
Archers
Zap Giant Inferno Dragon
Giant
Zap Sparky Archers Tornado Electro Wizard
Skeleton Army
Sparky
Tornado
Zap Sparky Giant
Electro Wizard
Zap Giant Sparky
Inferno Dragon
Archers
Sparky
Zap Giant Tornado Skeleton Army Electro Wizard

Defense Synergies 2 15

Zap
Electro Wizard Archers Skeleton Army Tornado Inferno Dragon Sparky
Archers
Zap Skeleton Army Tornado Electro Wizard
Giant
Skeleton Army
Zap Archers Electro Wizard Inferno Dragon Sparky
Tornado
Sparky Zap Archers Electro Wizard Inferno Dragon Sparky
Electro Wizard
Zap Archers Skeleton Army Tornado Inferno Dragon
Inferno Dragon
Zap Skeleton Army Tornado Electro Wizard
Sparky
Tornado Zap Skeleton Army Tornado

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 Electro Wizard Sparky
Skeleton Army Inferno Dragon Sparky Zap Electro Wizard
Skeleton Army Tornado Sparky Archers Electro Wizard Inferno Dragon
Skeleton Army Inferno Dragon Sparky Electro Wizard
Skeleton Army Tornado Sparky
Skeleton Army Tornado Zap Archers Electro Wizard
Tornado Electro Wizard Inferno Dragon Zap Archers
Zap Electro Wizard Sparky
Inferno Dragon Sparky Skeleton Army Tornado
Skeleton Army Tornado Archers Electro Wizard Sparky
Archers Skeleton Army Electro Wizard Zap Tornado
Inferno Dragon Zap Archers Tornado Electro Wizard
Skeleton Army Sparky Zap Electro Wizard
Skeleton Army Sparky Zap Tornado Electro Wizard
Skeleton Army Inferno Dragon Sparky Electro Wizard
Skeleton Army Tornado Zap Electro Wizard Inferno Dragon Sparky
Sparky Skeleton Army Tornado Electro Wizard
Zap Archers Skeleton Army Tornado Electro Wizard
Zap Tornado Archers Electro Wizard Inferno Dragon
Sparky Tornado Electro Wizard Inferno Dragon
Skeleton Army Archers Electro Wizard Sparky

Counters to secondary win conditions

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

Skeleton Army Zap Archers Electro Wizard Sparky
Electro Wizard Zap Archers Inferno Dragon
Skeleton Army Zap Electro Wizard Sparky
Skeleton Army Zap Tornado Electro Wizard Sparky
Skeleton Army Inferno Dragon Sparky
Zap Archers Tornado Electro Wizard
Skeleton Army Sparky Archers Electro Wizard
Skeleton Army Inferno Dragon Sparky
Zap Electro Wizard Skeleton Army Tornado Inferno Dragon Sparky
Skeleton Army Inferno Dragon Sparky
Inferno Dragon Sparky
Skeleton Army Zap Tornado Electro Wizard
Skeleton Army Sparky
Archers Skeleton Army Sparky
Skeleton Army Electro Wizard Sparky Zap Archers Tornado Inferno Dragon
Zap Archers Electro Wizard Inferno Dragon 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.)

Sparky
Zap Tornado Electro Wizard
Sparky
Sparky
Zap Sparky
Zap Tornado
Archers Tornado Sparky
Zap Tornado
Zap Tornado
Tornado Electro Wizard Sparky
Zap Tornado Electro Wizard Sparky
Zap Archers Tornado
Sparky
Zap Sparky
Zap Sparky
Sparky
Tornado Sparky
Sparky
Zap Archers Electro Wizard Sparky
Zap Tornado
Sparky
Tornado
Tornado Sparky
Zap
Zap Tornado Sparky
Inferno Dragon
Zap Tornado Electro Wizard Sparky
Zap Tornado Sparky
Zap Tornado Sparky
Zap Archers Tornado Electro Wizard Sparky
Zap Electro Wizard
Sparky
Zap Sparky
Zap Electro Wizard Sparky
Sparky
Sparky
Zap Electro Wizard Archers Skeleton Army
Zap Archers Tornado Electro Wizard
Electro Wizard Sparky
Zap
Zap Tornado Sparky
Sparky
Zap Tornado Electro Wizard Sparky
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard Sparky

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