My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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.

Zappies Witch Electro Dragon Magic Archer 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.

Zappies Witch Electro Dragon Royal Ghost Magic Archer Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Zap Freeze

Punishments

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

Royal Ghost 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.

Royal Ghost Magic Archer 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.

Electro Dragon Royal Ghost Magic Archer 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
Ram Rider
Giant Snowball
Zappies Witch Electro Dragon Ram Rider
Zap
Zappies Witch Ram Rider
Barbarian Barrel
Zappies Witch Royal Ghost Magic Archer
The Log
Zappies Witch Ram Rider
Earthquake
Zappies Witch
Arrows
Zappies Witch
Royal Delivery
Zappies Witch Electro Dragon Royal Ghost Magic Archer Ram Rider
Fireball
Zappies Witch Electro Dragon Magic Archer Ram Rider
Poison
Zappies Witch Electro Dragon Magic Archer
Lightning
Witch Electro Dragon Magic Archer Ram Rider
Rocket
Witch Electro Dragon Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Freeze Witch Electro Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Freeze Electro Dragon Royal Ghost Magic Archer

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.

Freeze Royal Ghost

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.

Witch

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 Royal Ghost Zappies Freeze Magic Archer Witch Electro Dragon Ram Rider

Shortest cycle

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

13 Zap Royal Ghost Zappies Freeze

Attack Synergies 2 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
Ram Rider Zappies Freeze Witch Electro Dragon Royal Ghost Magic Archer
Zappies
Zap Electro Dragon Royal Ghost Ram Rider
Freeze
Zap
Witch
Zap Royal Ghost Ram Rider
Electro Dragon
Zap Zappies Magic Archer
Royal Ghost
Zap Zappies Witch Magic Archer Ram Rider
Magic Archer
Ram Rider Zap Electro Dragon Royal Ghost
Ram Rider
Zap Magic Archer Zappies Witch Royal Ghost

Defense Synergies 0 9

Zap
Zappies Witch Electro Dragon Royal Ghost Magic Archer Ram Rider
Zappies
Zap
Freeze
Witch
Zap Electro Dragon Royal Ghost
Electro Dragon
Zap Witch
Royal Ghost
Zap Witch
Magic Archer
Zap Ram Rider
Ram Rider
Zap Magic Archer

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 Zappies Electro Dragon Magic Archer Ram Rider
Zap Zappies Witch Electro Dragon Ram Rider
Witch Ram Rider Zappies Freeze Electro Dragon
Witch Zappies Electro Dragon Ram Rider
Freeze Zap Zappies Electro Dragon Royal Ghost Magic Archer
Ram Rider Zap Zappies Freeze Witch Electro Dragon Magic Archer
Zap Electro Dragon Magic Archer Ram Rider
Zappies Witch
Zappies Royal Ghost
Witch Zap Zappies Freeze Electro Dragon Royal Ghost Magic Archer Ram Rider
Zap Zappies Witch Electro Dragon Magic Archer Ram Rider
Zap Zappies Freeze Witch Electro Dragon Ram Rider
Zap Zappies Freeze Witch Electro Dragon Royal Ghost Magic Archer
Zappies Ram Rider
Zap Zappies Freeze Ram Rider
Zappies Witch Electro Dragon
Zap Zappies Witch Electro Dragon Royal Ghost Magic Archer Ram Rider
Zap Freeze Witch Zappies Electro Dragon Royal Ghost Magic Archer Ram Rider
Zappies Ram Rider
Royal Ghost Zappies Witch Electro Dragon

Counters to secondary win conditions

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

Zap Zappies Witch Royal Ghost
Zap Electro Dragon Royal Ghost Magic Archer
Zappies Zap Witch Electro Dragon Ram Rider
Zap Zappies Ram Rider
Zappies Witch Ram Rider
Zap Zappies Freeze Witch Electro Dragon Magic Archer Ram Rider
Zappies Witch Ram Rider
Zappies
Zap Freeze Electro Dragon Zappies Witch Magic Archer
Witch Zappies
Zappies Witch Electro Dragon
Zap
Zappies Witch Ram Rider
Zappies Witch Electro Dragon Magic Archer
Zappies Witch Electro Dragon Zap Freeze Magic Archer
Zap Zappies Freeze Witch Electro Dragon Royal Ghost Magic Archer
Zap

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.)

Magic Archer Freeze Electro Dragon Royal Ghost
Zap Electro Dragon Royal Ghost Magic Archer Ram Rider
Electro Dragon Magic Archer
Freeze
Zap Magic Archer
Zap Freeze Witch Electro Dragon Magic Archer Ram Rider
Witch Magic Archer
Zap Freeze Electro Dragon Magic Archer Ram Rider
Zap Electro Dragon Ram Rider
Electro Dragon
Zap Electro Dragon Magic Archer Ram Rider
Zap Electro Dragon Magic Archer
Magic Archer
Freeze Electro Dragon Magic Archer
Zap Magic Archer
Zap Witch Electro Dragon Magic Archer
Magic Archer Electro Dragon
Freeze
Zap Electro Dragon Magic Archer
Zap Witch Electro Dragon Magic Archer
Magic Archer
Zap Electro Dragon
Zap Freeze Witch Electro Dragon Magic Archer
Witch
Zap Witch Electro Dragon Royal Ghost Magic Archer Ram Rider
Zap Witch Electro Dragon Magic Archer Ram Rider
Zap Magic Archer
Zap Witch Electro Dragon Magic Archer
Zap Electro Dragon Zappies Freeze Witch
Zap Electro Dragon Magic Archer
Zap Zappies Freeze Electro Dragon Magic Archer
Magic Archer
Zap Zappies Freeze Witch Electro Dragon Magic Archer
Zap Zappies Witch Electro Dragon Magic Archer Ram Rider
Freeze
Electro Dragon Magic Archer
Zap Electro Dragon Magic Archer
Zap
Electro Dragon
Zap Electro Dragon Zappies Freeze Witch Magic Archer
Zap Zappies Witch Electro Dragon Magic Archer
Electro Dragon Zap Freeze Witch Royal Ghost Magic Archer
Electro Dragon

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