My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Rascals

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.

Minions Minion Horde Electro 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.

Royal Giant Valkyrie Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Arrows

Punishments

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

Royal 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.

Barbarians Minion Horde Royal Giant Valkyrie

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.

Valkyrie 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
Minions Minion Horde Royal Giant
Giant Snowball
Minions Barbarians Minion Horde
Zap
Minions Minion Horde Royal Giant
Barbarian Barrel
Barbarians Valkyrie Electro Wizard
The Log
Barbarians Royal Giant
Earthquake
Barbarians
Arrows
Minions Minion Horde
Royal Delivery
Minions Barbarians Minion Horde Valkyrie Electro Wizard
Fireball
Minions Barbarians Minion Horde Electro Wizard
Poison
Minions Barbarians Minion Horde Electro Wizard
Lightning
Valkyrie Electro Wizard
Rocket
Barbarians Minion Horde Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Valkyrie

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.

Arrows Valkyrie

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.

Royal Giant

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.

Minions Barbarians Minion Horde 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Minions Valkyrie Electro Wizard Barbarians Minion Horde Royal Giant

Shortest cycle

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

12 Zap Arrows Minions Valkyrie

Attack Synergies 4 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
Arrows Electro Wizard Minions Minion Horde Royal Giant Valkyrie
Arrows
Zap Royal Giant
Minions
Royal Giant Zap Valkyrie
Barbarians
Minion Horde
Zap Royal Giant
Royal Giant
Arrows Minions Zap Minion Horde Electro Wizard
Valkyrie
Zap Minions Electro Wizard
Electro Wizard
Zap Royal Giant Valkyrie

Defense Synergies 2 10

Zap
Electro Wizard Arrows Minions Barbarians Minion Horde Valkyrie
Arrows
Zap Barbarians Valkyrie
Minions
Valkyrie Zap Electro Wizard
Barbarians
Zap Arrows Minion Horde
Minion Horde
Zap Barbarians
Royal Giant
Valkyrie
Minions Zap Arrows Electro Wizard
Electro Wizard
Zap Minions Valkyrie

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 Minions Minion Horde Valkyrie Electro Wizard
Barbarians Minion Horde Zap Minions Valkyrie Electro Wizard
Barbarians Minion Horde Minions Valkyrie Electro Wizard
Barbarians Minion Horde Minions Valkyrie Electro Wizard
Arrows Barbarians Valkyrie
Arrows Zap Minions Valkyrie Electro Wizard
Minions Minion Horde Electro Wizard Zap Arrows
Zap Arrows Barbarians Valkyrie Electro Wizard
Barbarians Minion Horde Minions
Barbarians Minion Horde Valkyrie Electro Wizard
Minions Barbarians Minion Horde Valkyrie Electro Wizard Zap Arrows
Arrows Minions Minion Horde Zap Electro Wizard
Barbarians Minion Horde Zap Minions Valkyrie Electro Wizard
Valkyrie Zap Arrows Minions Barbarians Minion Horde Electro Wizard
Barbarians Minion Horde Electro Wizard
Barbarians Minion Horde Zap Electro Wizard
Barbarians Minion Horde Arrows Minions Valkyrie Electro Wizard
Arrows Zap Minions Barbarians Minion Horde Valkyrie Electro Wizard
Zap Arrows Valkyrie Minions Barbarians Electro Wizard
Barbarians Electro Wizard
Valkyrie Arrows Minions Barbarians Minion Horde Electro Wizard

Counters to secondary win conditions

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

Barbarians Valkyrie Zap Electro Wizard
Electro Wizard Zap Arrows Valkyrie
Barbarians Zap Minions Minion Horde Valkyrie Electro Wizard
Valkyrie Zap Barbarians Minion Horde Electro Wizard
Barbarians Minion Horde Valkyrie
Arrows Zap Minions Minion Horde Electro Wizard
Minions Barbarians Minion Horde Valkyrie Electro Wizard
Barbarians Minion Horde Valkyrie
Zap Minion Horde Electro Wizard Minions Barbarians Valkyrie
Barbarians Minion Horde
Minions Barbarians Minion Horde Valkyrie
Zap Arrows Barbarians Valkyrie Electro Wizard
Barbarians Minion Horde Valkyrie
Barbarians Minion Horde Valkyrie
Barbarians Electro Wizard Zap Minions Minion Horde Valkyrie
Arrows Minions Valkyrie Zap Barbarians Minion Horde 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.)

Arrows Minion Horde Valkyrie
Arrows Zap Electro Wizard
Arrows Minion Horde
Arrows Barbarians Valkyrie
Zap Arrows Minion Horde Valkyrie
Arrows Zap Minions Minion Horde
Arrows Minion Horde
Arrows Zap
Arrows Zap
Minions Minion Horde Electro Wizard
Zap Arrows Minion Horde Valkyrie Electro Wizard
Zap Arrows
Arrows Minions Minion Horde
Zap Arrows
Zap Arrows Minion Horde
Arrows Minion Horde
Arrows
Minions Minion Horde
Zap Arrows Electro Wizard
Zap Arrows Valkyrie
Minions Minion Horde
Arrows
Zap Arrows Barbarians Minion Horde
Zap Arrows Valkyrie
Minion Horde
Arrows Zap Electro Wizard
Zap Arrows
Zap Arrows
Zap Arrows Minion Horde Electro Wizard
Zap Electro Wizard Minions Minion Horde
Minion Horde
Zap Arrows Minion Horde
Zap Arrows Minion Horde Electro Wizard
Minion Horde
Arrows
Zap Minion Horde Electro Wizard Minions Barbarians
Zap Arrows Electro Wizard
Arrows
Minion Horde Valkyrie Electro Wizard
Arrows Zap
Zap Arrows
Minion Horde
Zap Minions Minion Horde Electro Wizard
Zap Electro Wizard
Zap Electro Wizard

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