My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Mediocre
Synergy
Bad
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Tesla

Defensive buildings

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

Tesla

Investments

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

Skeletons Tesla Elixir Golem Battle Ram

Offensive cards

Win conditions

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

Elixir Golem Battle Ram

Damage spells

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

Rage

Punishments

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

Elixir Golem Battle Ram

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 Elixir Golem Battle Ram

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

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 Elixir Golem Battle Ram
Giant Snowball
Skeletons Fire Spirit Battle Ram
Zap
Skeletons Fire Spirit Battle Ram
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Tesla Elixir Golem Battle Ram
The Log
Skeletons Electro Spirit Fire Spirit Elixir Golem Battle Ram
Earthquake
Skeletons Tesla Elixir Golem
Arrows
Skeletons Electro Spirit Fire Spirit
Royal Delivery
Skeletons Electro Spirit Fire Spirit Elixir Golem Battle Ram
Fireball
Tesla Elixir Golem Battle Ram
Poison
Elixir Golem
Lightning
Tesla Battle Ram
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit

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 Elixir Golem Battle Ram Rage

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

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.

Mirror Skeletons Electro Spirit Fire Spirit Rage Elixir Golem Tesla Battle Ram

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Fire Spirit

Attack Synergies 1 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
Battle Ram
Fire Spirit
Elixir Golem Battle Ram
Tesla
Elixir Golem
Rage Fire Spirit Mirror
Battle Ram
Electro Spirit Fire Spirit Mirror
Mirror
Elixir Golem Battle Ram
Rage
Elixir Golem

Defense Synergies 2 2

Skeletons
Tesla Electro Spirit Fire Spirit
Electro Spirit
Skeletons
Fire Spirit
Skeletons
Tesla
Skeletons Mirror
Elixir Golem
Battle Ram
Mirror
Tesla
Rage

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.

Tesla
Skeletons Tesla
Tesla Skeletons Fire Spirit
Tesla Skeletons
Skeletons Electro Spirit Fire Spirit Tesla
Tesla Electro Spirit Fire Spirit
Electro Spirit Tesla
Tesla Skeletons
Skeletons Fire Spirit Tesla
Skeletons Electro Spirit Tesla
Tesla
Tesla Skeletons Fire Spirit
Fire Spirit Electro Spirit Tesla
Tesla
Tesla
Tesla Skeletons
Fire Spirit Tesla Electro Spirit
Electro Spirit Fire Spirit Tesla
Tesla
Electro Spirit Fire Spirit Tesla
Tesla

Counters to secondary win conditions

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

Skeletons Tesla
Tesla
Skeletons
Tesla
Skeletons Tesla
Fire Spirit Skeletons Electro Spirit Tesla
Skeletons Tesla
Tesla
Skeletons Electro Spirit
Skeletons Tesla
Tesla
Skeletons Tesla
Tesla
Tesla Skeletons Electro Spirit
Electro Spirit Tesla
Electro Spirit

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.)

Fire Spirit
Electro Spirit Fire Spirit
Fire Spirit
Fire Spirit
Fire Spirit
Fire Spirit
Fire Spirit
Fire Spirit
Fire Spirit
Electro Spirit Fire Spirit
Fire Spirit
Electro Spirit
Electro Spirit
Electro Spirit Fire Spirit
Fire Spirit
Electro Spirit

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