My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

Executioner Ice 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.

Executioner Ice Wizard Mega Knight Boss Bandit

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap

Punishments

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

Hog Rider Mega Knight

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 Hog Rider Mega Knight Boss Bandit

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.

Hog Rider Boss Bandit

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
Hog Rider Skeleton Army
Giant Snowball
Barbarians Hog Rider Skeleton Army
Zap
Skeleton Army
Barbarian Barrel
Barbarians Skeleton Army Executioner Ice Wizard
The Log
Barbarians Hog Rider Skeleton Army
Earthquake
Barbarians Hog Rider Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Barbarians Hog Rider Skeleton Army Executioner Ice Wizard Boss Bandit
Fireball
Barbarians Hog Rider Skeleton Army Executioner Ice Wizard Boss Bandit
Poison
Barbarians Skeleton Army Executioner Ice Wizard Boss Bandit
Lightning
Executioner Ice Wizard Boss Bandit
Rocket
Barbarians Hog Rider Executioner Boss Bandit

Against air swarms

Spells and units that can counter air swarms.

Zap Executioner Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Executioner Ice Wizard Mega Knight

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 Executioner Ice Wizard Mega Knight Boss Bandit

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.

Barbarians Ice 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 Ice Wizard Hog Rider Barbarians Executioner Boss Bandit Mega Knight

Shortest cycle

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

12 Zap Skeleton Army Ice Wizard Hog Rider

Attack Synergies 1 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
Hog Rider Executioner Ice Wizard Mega Knight
Barbarians
Hog Rider
Hog Rider
Zap Barbarians Executioner Mega Knight
Skeleton Army
Executioner
Zap Hog Rider Mega Knight
Ice Wizard
Zap
Mega Knight
Zap Hog Rider Executioner
Boss Bandit

Defense Synergies 1 9

Zap
Mega Knight Barbarians Skeleton Army Executioner Ice Wizard
Barbarians
Zap Skeleton Army
Hog Rider
Skeleton Army
Zap Barbarians Executioner Ice Wizard
Executioner
Zap Skeleton Army Mega Knight
Ice Wizard
Zap Skeleton Army Mega Knight
Mega Knight
Zap Executioner Ice Wizard
Boss 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 Executioner
Barbarians Skeleton Army Zap Executioner Ice Wizard Mega Knight
Barbarians Skeleton Army Mega Knight Executioner Ice Wizard
Barbarians Skeleton Army Ice Wizard Mega Knight
Barbarians Skeleton Army Mega Knight
Skeleton Army Zap Executioner Ice Wizard Mega Knight
Zap Executioner Ice Wizard
Zap Barbarians Mega Knight
Barbarians Skeleton Army Ice Wizard
Skeleton Army Barbarians Ice Wizard Mega Knight
Barbarians Skeleton Army Executioner Ice Wizard Zap Mega Knight
Executioner Zap Ice Wizard
Barbarians Skeleton Army Mega Knight Zap Ice Wizard
Skeleton Army Executioner Mega Knight Zap Barbarians
Barbarians Skeleton Army Mega Knight
Barbarians Skeleton Army Zap Mega Knight
Barbarians Mega Knight Skeleton Army Executioner
Mega Knight Zap Barbarians Skeleton Army Executioner Ice Wizard
Zap Executioner Barbarians Ice Wizard Mega Knight
Barbarians
Skeleton Army Mega Knight Barbarians Executioner

Counters to secondary win conditions

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

Barbarians Skeleton Army Mega Knight Zap
Zap Executioner Mega Knight
Barbarians Skeleton Army Mega Knight Zap
Skeleton Army Mega Knight Zap Barbarians
Barbarians Skeleton Army Executioner Mega Knight
Executioner Zap Ice Wizard
Skeleton Army Barbarians Ice Wizard
Mega Knight Barbarians Skeleton Army
Zap Mega Knight Barbarians Skeleton Army
Barbarians Skeleton Army
Mega Knight Barbarians
Skeleton Army Mega Knight Zap Barbarians
Barbarians Skeleton Army Mega Knight Executioner
Barbarians Skeleton Army Executioner Mega Knight
Barbarians Skeleton Army Zap Executioner
Executioner Mega Knight Zap Barbarians Ice Wizard
Zap Ice Wizard
Ice Wizard Mega Knight
Skeleton Army

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.)

Zap Executioner Ice Wizard
Barbarians
Executioner Zap Mega Knight
Executioner Zap Ice Wizard
Executioner
Zap Executioner Ice Wizard
Zap
Zap
Zap Executioner
Executioner
Zap
Zap Executioner
Executioner Mega Knight
Zap Executioner Mega Knight
Zap Mega Knight
Mega Knight
Zap Barbarians
Zap Executioner Ice Wizard Mega Knight
Zap Executioner Ice Wizard
Zap Mega Knight
Zap
Zap Executioner Ice Wizard
Zap
Zap Mega Knight
Zap
Mega Knight
Zap Barbarians Skeleton Army
Zap Executioner Ice Wizard
Executioner Mega Knight
Zap Executioner
Zap
Executioner Mega Knight
Zap
Zap Executioner
Zap Executioner Mega Knight
Mega Knight

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