My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

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.

Fire Spirit Dart Goblin Ice Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Ice Wizard

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.

Giant Snowball

Punishments

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

Hog 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.

Electro Spirit Fire Spirit Dart Goblin Hog 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.

Electro Spirit Hog 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
Skeletons Hog Rider
Giant Snowball
Skeletons Fire Spirit Cannon Dart Goblin Hog Rider
Zap
Skeletons Fire Spirit Cannon Dart Goblin
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Cannon Dart Goblin Ice Wizard
The Log
Skeletons Electro Spirit Fire Spirit Cannon Dart Goblin Hog Rider
Earthquake
Skeletons Cannon Hog Rider
Arrows
Skeletons Electro Spirit Fire Spirit Dart Goblin
Royal Delivery
Skeletons Electro Spirit Fire Spirit Dart Goblin Hog Rider Ice Wizard
Fireball
Cannon Dart Goblin Hog Rider Ice Wizard
Poison
Cannon Dart Goblin Ice Wizard
Lightning
Cannon Ice Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Giant Snowball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Giant Snowball Ice 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.

Electro Spirit Fire Spirit Ice Wizard

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 Dart Goblin 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Fire Spirit Giant Snowball Cannon Dart Goblin Ice Wizard Hog Rider

Shortest cycle

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

5 Skeletons Electro Spirit Fire Spirit Giant Snowball

Attack Synergies 2 5

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.

Skeletons
Electro Spirit
Giant Snowball Hog Rider
Fire Spirit
Hog Rider Giant Snowball
Giant Snowball
Hog Rider Electro Spirit Fire Spirit Dart Goblin
Cannon
Dart Goblin
Giant Snowball Hog Rider
Hog Rider
Fire Spirit Giant Snowball Electro Spirit Dart Goblin
Ice Wizard

Defense Synergies 2 12

Skeletons
Cannon Dart Goblin Electro Spirit Fire Spirit Giant Snowball Ice Wizard
Electro Spirit
Skeletons Giant Snowball
Fire Spirit
Skeletons Giant Snowball
Giant Snowball
Skeletons Electro Spirit Fire Spirit Cannon Dart Goblin Ice Wizard
Cannon
Skeletons Giant Snowball Dart Goblin Ice Wizard
Dart Goblin
Skeletons Giant Snowball Cannon Ice Wizard
Hog Rider
Ice Wizard
Skeletons Giant Snowball Cannon Dart Goblin

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.

Cannon Dart Goblin
Skeletons Cannon Dart Goblin Ice Wizard
Cannon Skeletons Fire Spirit Giant Snowball Dart Goblin Ice Wizard
Cannon Skeletons Dart Goblin Ice Wizard
Skeletons Electro Spirit Fire Spirit Giant Snowball Cannon Dart Goblin Ice Wizard
Giant Snowball Dart Goblin Electro Spirit Fire Spirit Cannon Ice Wizard
Electro Spirit Cannon Dart Goblin
Cannon Skeletons Ice Wizard
Skeletons Fire Spirit Giant Snowball Cannon Dart Goblin Ice Wizard
Dart Goblin Ice Wizard Skeletons Electro Spirit Giant Snowball Cannon
Giant Snowball Dart Goblin Ice Wizard
Cannon Skeletons Fire Spirit Giant Snowball Ice Wizard
Fire Spirit Electro Spirit Giant Snowball Cannon Dart Goblin
Cannon
Giant Snowball Cannon
Skeletons Cannon
Fire Spirit Cannon Electro Spirit Giant Snowball Dart Goblin Ice Wizard
Giant Snowball Electro Spirit Fire Spirit Cannon Dart Goblin Ice Wizard
Cannon Dart Goblin
Electro Spirit Fire Spirit Giant Snowball Cannon Dart Goblin
Cannon

Counters to secondary win conditions

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

Skeletons Giant Snowball
Giant Snowball
Skeletons
Skeletons Cannon
Fire Spirit Skeletons Electro Spirit Giant Snowball Dart Goblin Ice Wizard
Skeletons Dart Goblin Ice Wizard
Skeletons Electro Spirit Giant Snowball
Skeletons Cannon Dart Goblin
Dart Goblin
Giant Snowball
Skeletons Cannon
Cannon Dart Goblin
Skeletons Electro Spirit Dart Goblin
Electro Spirit Giant Snowball Cannon Dart Goblin Ice Wizard
Electro Spirit Giant Snowball Cannon Ice 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.)

Dart Goblin
Giant Snowball Dart Goblin Ice Wizard
Dart Goblin
Dart Goblin
Fire Spirit Giant Snowball
Electro Spirit Fire Spirit Giant Snowball Dart Goblin Ice Wizard
Fire Spirit Dart Goblin
Fire Spirit Giant Snowball Dart Goblin Ice Wizard
Giant Snowball Dart Goblin
Fire Spirit Giant Snowball
Dart Goblin
Fire Spirit Giant Snowball Dart Goblin
Fire Spirit Giant Snowball Dart Goblin
Dart Goblin
Giant Snowball Dart Goblin
Giant Snowball Dart Goblin
Dart Goblin
Giant Snowball
Fire Spirit Giant Snowball Dart Goblin
Fire Spirit Giant Snowball Dart Goblin
Giant Snowball
Giant Snowball
Giant Snowball Electro Spirit Fire Spirit Ice Wizard
Giant Snowball Dart Goblin Ice Wizard
Giant Snowball
Dart Goblin
Fire Spirit Giant Snowball Dart Goblin Ice Wizard
Electro Spirit Giant Snowball Dart Goblin
Giant Snowball
Giant Snowball Dart Goblin
Electro Spirit Giant Snowball
Giant Snowball
Electro Spirit Fire Spirit Dart Goblin
Fire Spirit Giant Snowball Dart Goblin Ice Wizard
Dart Goblin
Giant Snowball Dart Goblin
Giant Snowball
Dart Goblin
Electro Spirit Giant Snowball Dart Goblin
Giant Snowball Dart Goblin
Giant Snowball Dart Goblin
Dart Goblin

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