My Best Clash Royale Deck

Deck Check Rating

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

Why?

Missing cards in your collection

Giant Snowball Royal Hogs

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.

Fire Spirit Mega Minion 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.

Royal Giant Mega Minion Electro Wizard Inferno Dragon

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 Lightning

Punishments

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

Royal Giant Elite Barbarians

Pump responses

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

Lightning

Dropped at the bridge

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

Fire Spirit Royal Giant 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 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
Royal Giant Elite Barbarians Inferno Dragon
Giant Snowball
Fire Spirit Mega Minion Inferno Dragon
Zap
Fire Spirit Royal Giant Inferno Dragon
Barbarian Barrel
Fire Spirit Elite Barbarians Electro Wizard
The Log
Fire Spirit Royal Giant Elite Barbarians
Earthquake
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Elite Barbarians Mega Minion Electro Wizard Inferno Dragon
Fireball
Elite Barbarians Mega Minion Electro Wizard Inferno Dragon
Poison
Mega Minion Electro Wizard
Lightning
Elite Barbarians Mega Minion Electro Wizard Inferno Dragon
Rocket
Elite Barbarians Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap

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 Mega Minion Inferno Dragon

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 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Mega Minion Electro Wizard Inferno Dragon Royal Giant Elite Barbarians Lightning

Shortest cycle

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

10 Fire Spirit Zap Mega Minion Electro Wizard

Attack Synergies 5 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.

Fire Spirit
Royal Giant Zap Elite Barbarians Mega Minion Inferno Dragon
Zap
Elite Barbarians Mega Minion Electro Wizard Fire Spirit Royal Giant
Royal Giant
Fire Spirit Lightning Zap Elite Barbarians Mega Minion Electro Wizard
Elite Barbarians
Zap Fire Spirit Royal Giant
Mega Minion
Zap Fire Spirit Royal Giant
Lightning
Royal Giant
Electro Wizard
Zap Royal Giant
Inferno Dragon
Fire Spirit

Defense Synergies 2 7

Fire Spirit
Zap Electro Wizard
Zap
Mega Minion Electro Wizard Fire Spirit Elite Barbarians Inferno Dragon
Royal Giant
Elite Barbarians
Zap Mega Minion
Mega Minion
Zap Elite Barbarians Electro Wizard
Lightning
Electro Wizard
Zap Fire Spirit Mega Minion Inferno Dragon
Inferno Dragon
Zap Electro Wizard

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.

Lightning Zap Mega Minion Electro Wizard
Elite Barbarians Inferno Dragon Zap Mega Minion Electro Wizard
Fire Spirit Elite Barbarians Mega Minion Lightning Electro Wizard Inferno Dragon
Elite Barbarians Inferno Dragon Mega Minion Electro Wizard
Lightning Elite Barbarians
Fire Spirit Zap Mega Minion Electro Wizard
Mega Minion Lightning Electro Wizard Inferno Dragon Fire Spirit Zap
Lightning Zap Electro Wizard
Inferno Dragon Elite Barbarians
Elite Barbarians Fire Spirit Electro Wizard
Electro Wizard Zap Mega Minion
Mega Minion Inferno Dragon Zap Electro Wizard
Fire Spirit Zap Elite Barbarians Lightning Electro Wizard
Fire Spirit Zap Mega Minion Electro Wizard
Elite Barbarians Inferno Dragon Electro Wizard
Zap Elite Barbarians Lightning Electro Wizard Inferno Dragon
Elite Barbarians Electro Wizard
Fire Spirit Zap Elite Barbarians Mega Minion Electro Wizard
Zap Fire Spirit Mega Minion Electro Wizard Inferno Dragon
Elite Barbarians Electro Wizard Inferno Dragon
Fire Spirit Elite Barbarians Electro Wizard

Counters to secondary win conditions

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

Zap Elite Barbarians Electro Wizard
Electro Wizard Zap Elite Barbarians Mega Minion Lightning Inferno Dragon
Zap Elite Barbarians Lightning Electro Wizard
Lightning Zap Elite Barbarians Electro Wizard
Elite Barbarians Inferno Dragon
Fire Spirit Zap Electro Wizard
Elite Barbarians Mega Minion Lightning Electro Wizard
Elite Barbarians Inferno Dragon
Zap Lightning Electro Wizard Elite Barbarians Mega Minion Inferno Dragon
Mega Minion Inferno Dragon
Inferno Dragon Elite Barbarians Mega Minion
Lightning Zap Elite Barbarians Electro Wizard
Elite Barbarians Lightning
Elite Barbarians Electro Wizard Zap Mega Minion Lightning Inferno Dragon
Zap Elite Barbarians Mega Minion Electro Wizard Inferno Dragon

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.)

Lightning
Zap Electro Wizard
Lightning
Lightning
Fire Spirit Zap
Fire Spirit Zap Mega Minion
Fire Spirit
Fire Spirit Zap Lightning
Zap Lightning
Lightning Fire Spirit Elite Barbarians Electro Wizard
Lightning Zap Electro Wizard
Lightning Fire Spirit Zap
Lightning Fire Spirit Elite Barbarians
Lightning
Lightning Zap Elite Barbarians
Lightning Zap
Lightning
Lightning
Lightning
Lightning Fire Spirit Zap Mega Minion Electro Wizard
Lightning Fire Spirit Zap
Lightning
Lightning
Lightning
Lightning Zap
Zap Fire Spirit
Mega Minion Inferno Dragon
Zap Lightning Electro Wizard
Lightning Zap
Lightning Zap
Elite Barbarians Lightning Fire Spirit Zap Electro Wizard
Zap Lightning Electro Wizard Mega Minion
Lightning Elite Barbarians Mega Minion
Lightning Zap
Zap Lightning Electro Wizard
Lightning
Zap Lightning Electro Wizard Fire Spirit
Lightning Fire Spirit Zap Mega Minion Electro Wizard
Lightning Mega Minion Electro Wizard
Zap Lightning
Lightning Zap
Elite Barbarians Mega Minion
Zap Elite Barbarians Lightning Electro Wizard
Zap Lightning Electro Wizard
Lightning Zap Electro Wizard

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