My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Royal Ghost Magic Archer

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 Minions 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.

Ice Spirit Knight Wizard

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Rage

Punishments

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

Elite Barbarians

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 Ice Spirit 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

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
Minions Elite Barbarians
Giant Snowball
Fire Spirit Minions
Zap
Fire Spirit Minions
Barbarian Barrel
Fire Spirit Ice Spirit Knight Elite Barbarians Wizard
The Log
Fire Spirit Ice Spirit Elite Barbarians
Earthquake
Arrows
Fire Spirit Ice Spirit Minions
Royal Delivery
Fire Spirit Ice Spirit Knight Minions Elite Barbarians Wizard
Fireball
Minions Elite Barbarians Wizard
Poison
Minions Wizard
Lightning
Knight Elite Barbarians Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice 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 Ice Spirit Knight 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.

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 Ice Spirit Minions 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Ice Spirit Zap Rage Knight Minions Wizard Elite Barbarians

Shortest cycle

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

6 Fire Spirit Ice Spirit Zap Rage

Attack Synergies 7 11

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
Zap Knight Elite Barbarians
Ice Spirit
Zap Knight Minions Elite Barbarians
Zap
Ice Spirit Elite Barbarians Fire Spirit Knight Minions
Knight
Ice Spirit Minions Fire Spirit Zap Elite Barbarians Wizard
Minions
Ice Spirit Knight Rage Zap Elite Barbarians
Elite Barbarians
Zap Rage Fire Spirit Ice Spirit Knight Minions Wizard
Wizard
Knight Elite Barbarians Rage
Rage
Minions Elite Barbarians Wizard

Defense Synergies 3 11

Fire Spirit
Knight Ice Spirit Zap
Ice Spirit
Zap Fire Spirit Knight Minions Elite Barbarians Wizard
Zap
Ice Spirit Fire Spirit Knight Minions Elite Barbarians
Knight
Fire Spirit Minions Ice Spirit Zap Wizard
Minions
Knight Ice Spirit Zap
Elite Barbarians
Ice Spirit Zap Wizard
Wizard
Ice Spirit Knight Elite Barbarians
Rage

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 Minions Wizard
Elite Barbarians Ice Spirit Zap Knight Minions
Fire Spirit Knight Minions Elite Barbarians
Elite Barbarians Knight Minions
Elite Barbarians
Fire Spirit Zap Minions
Minions Fire Spirit Ice Spirit Zap Wizard
Zap
Minions Elite Barbarians
Knight Elite Barbarians Fire Spirit Ice Spirit
Minions Zap Knight Wizard
Minions Zap Wizard
Fire Spirit Ice Spirit Zap Knight Minions Elite Barbarians Wizard
Fire Spirit Wizard Ice Spirit Zap Minions
Elite Barbarians Knight
Ice Spirit Zap Elite Barbarians
Wizard Knight Minions Elite Barbarians
Fire Spirit Ice Spirit Zap Knight Minions Elite Barbarians Wizard
Zap Wizard Fire Spirit Ice Spirit Knight Minions
Elite Barbarians
Wizard Fire Spirit Knight Minions Elite Barbarians

Counters to secondary win conditions

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

Knight Zap Elite Barbarians
Zap Knight Elite Barbarians Wizard
Ice Spirit Zap Knight Minions Elite Barbarians
Zap Knight Elite Barbarians
Knight Elite Barbarians
Fire Spirit Wizard Ice Spirit Zap Minions
Knight Minions Elite Barbarians
Knight Elite Barbarians
Zap Ice Spirit Knight Minions Elite Barbarians
Knight Minions Elite Barbarians
Zap Elite Barbarians
Elite Barbarians Knight Wizard
Wizard
Elite Barbarians Ice Spirit Zap Knight Minions
Minions Zap Elite Barbarians 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.)

Knight
Zap
Knight
Wizard Fire Spirit Zap
Wizard Fire Spirit Ice Spirit Zap Minions
Fire Spirit Wizard
Fire Spirit Ice Spirit Zap Wizard
Zap Wizard
Fire Spirit Minions Elite Barbarians
Zap Knight Wizard
Fire Spirit Zap Wizard
Fire Spirit Knight Elite Barbarians
Minions
Zap Elite Barbarians
Zap Wizard
Wizard
Minions
Fire Spirit Zap Wizard
Fire Spirit Zap Wizard
Minions
Wizard
Zap
Zap Fire Spirit Ice Spirit Wizard
Zap Wizard
Zap Wizard
Zap
Elite Barbarians Fire Spirit Zap Wizard
Zap Ice Spirit Minions Wizard
Elite Barbarians
Zap Wizard
Zap Ice Spirit
Wizard
Zap Fire Spirit Ice Spirit Minions
Fire Spirit Zap Wizard
Knight Wizard
Zap Wizard
Zap
Elite Barbarians
Zap Ice Spirit Minions Elite Barbarians
Zap
Zap

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