My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Wall Breakers Ram Rider

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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Goblin Giant Ram Rider

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.

Wizard Dark Prince Goblin Giant Bandit Ram Rider

Offensive cards

Win conditions

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

Goblin Giant Ram Rider

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.

Dark Prince Goblin Giant Bandit Ram Rider

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.

Dark Prince Goblin Giant Bandit Ram Rider

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.

Dark Prince Bandit Ram Rider

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
Skeleton Army Dark Prince Bandit Ram Rider
Giant Snowball
Skeleton Army Ram Rider
Zap
Skeleton Army Dark Prince Goblin Giant Bandit Ram Rider
Barbarian Barrel
Wizard Skeleton Army Dark Prince Bandit
The Log
Skeleton Army Dark Prince Bandit Ram Rider
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Wizard Skeleton Army Dark Prince Bandit Ram Rider
Fireball
Wizard Skeleton Army Bandit Ram Rider
Poison
Wizard Skeleton Army
Lightning
Wizard Dark Prince Bandit Ram Rider
Rocket
Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado Dark Prince

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 Dark Prince

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.

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 Skeleton Army Tornado Bandit Dark Prince Wizard Ram Rider Goblin Giant

Shortest cycle

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

11 Zap Skeleton Army Tornado Bandit

Attack Synergies 4 14

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
Tornado Goblin Giant Ram Rider Dark Prince Bandit
Wizard
Tornado Dark Prince Goblin Giant Bandit Ram Rider
Skeleton Army
Tornado
Zap Wizard Dark Prince Goblin Giant Ram Rider
Dark Prince
Zap Wizard Tornado Goblin Giant Bandit Ram Rider
Goblin Giant
Zap Wizard Tornado Dark Prince Bandit
Bandit
Zap Wizard Dark Prince Goblin Giant Ram Rider
Ram Rider
Zap Wizard Tornado Dark Prince Bandit

Defense Synergies 2 14

Zap
Goblin Giant Skeleton Army Tornado Dark Prince Bandit Ram Rider
Wizard
Tornado Skeleton Army Dark Prince Bandit
Skeleton Army
Zap Wizard Bandit
Tornado
Wizard Zap Dark Prince Goblin Giant Ram Rider
Dark Prince
Zap Wizard Tornado Bandit
Goblin Giant
Zap Tornado
Bandit
Zap Wizard Skeleton Army Dark Prince Ram Rider
Ram Rider
Zap Tornado Bandit

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 Wizard Goblin Giant Ram Rider
Skeleton Army Zap Dark Prince Bandit Ram Rider
Skeleton Army Tornado Ram Rider Dark Prince Bandit
Skeleton Army Dark Prince Bandit Ram Rider
Skeleton Army Tornado Dark Prince
Skeleton Army Tornado Zap Dark Prince Bandit
Tornado Ram Rider Zap Wizard
Zap Goblin Giant Bandit Ram Rider
Skeleton Army Tornado
Skeleton Army Tornado Dark Prince Bandit
Skeleton Army Zap Wizard Tornado Dark Prince Goblin Giant Bandit Ram Rider
Zap Wizard Tornado Ram Rider
Skeleton Army Zap Wizard Dark Prince Bandit Ram Rider
Wizard Skeleton Army Zap Tornado Dark Prince
Skeleton Army Bandit Ram Rider
Skeleton Army Tornado Zap Bandit Ram Rider
Wizard Skeleton Army Tornado Dark Prince
Zap Wizard Skeleton Army Tornado Dark Prince Bandit Ram Rider
Zap Wizard Tornado Dark Prince Bandit Ram Rider
Tornado Ram Rider
Wizard Skeleton Army Dark Prince Goblin Giant Bandit

Counters to secondary win conditions

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

Skeleton Army Zap Dark Prince Bandit
Bandit Zap Wizard
Skeleton Army Bandit Zap Dark Prince Goblin Giant Ram Rider
Skeleton Army Dark Prince Zap Tornado Goblin Giant Bandit Ram Rider
Skeleton Army Dark Prince Goblin Giant Bandit Ram Rider
Wizard Zap Tornado Goblin Giant Ram Rider
Skeleton Army Dark Prince Goblin Giant Bandit Ram Rider
Skeleton Army Dark Prince Goblin Giant
Zap Skeleton Army Tornado Dark Prince Bandit
Skeleton Army Goblin Giant
Dark Prince
Skeleton Army Zap Tornado Dark Prince Goblin Giant
Skeleton Army Dark Prince Wizard Goblin Giant Bandit Ram Rider
Wizard Skeleton Army
Skeleton Army Zap Tornado Dark Prince Goblin Giant
Zap Wizard Dark Prince

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.)

Bandit
Zap Tornado Bandit Ram Rider
Goblin Giant Bandit
Dark Prince
Wizard Zap Dark Prince
Wizard Zap Tornado Goblin Giant Ram Rider
Wizard Tornado
Zap Wizard Tornado Ram Rider
Zap Wizard Tornado Bandit Ram Rider
Tornado
Zap Wizard Tornado Dark Prince Bandit Ram Rider
Zap Wizard Tornado
Bandit
Bandit
Zap
Zap Wizard Bandit
Wizard Bandit
Tornado
Zap Wizard Dark Prince Bandit
Zap Wizard Tornado
Wizard Tornado
Tornado
Zap
Zap Tornado Wizard Dark Prince
Zap Wizard Tornado Bandit Ram Rider
Zap Wizard Tornado Bandit Ram Rider
Zap Tornado Bandit
Zap Wizard Tornado
Zap Wizard
Zap Wizard Bandit
Zap
Wizard
Zap Skeleton Army Dark Prince Bandit
Zap Wizard Tornado Ram Rider
Wizard Dark Prince
Zap Wizard
Zap Tornado
Dark Prince
Zap Tornado
Zap Tornado
Zap Tornado Dark Prince Goblin Giant Bandit

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