My Best Clash Royale Deck

Deck Check Rating

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

5 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Minion Horde 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.

Valkyrie Wizard Balloon Giant Skeleton Royal Ghost

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows Rage

Punishments

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

Balloon Royal Ghost

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.

Minion Horde Valkyrie Balloon Giant Skeleton Royal Ghost

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.

Valkyrie Balloon Giant Skeleton Royal Ghost

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
Minion Horde Balloon Giant Skeleton
Giant Snowball
Minion Horde Balloon
Zap
Minion Horde Balloon
Barbarian Barrel
Valkyrie Wizard Giant Skeleton Royal Ghost
The Log
Giant Skeleton
Earthquake
Arrows
Minion Horde
Royal Delivery
Minion Horde Valkyrie Wizard Balloon Giant Skeleton Royal Ghost
Fireball
Minion Horde Wizard Balloon
Poison
Minion Horde Wizard Balloon
Lightning
Valkyrie Wizard Balloon
Rocket
Minion Horde Valkyrie Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard Royal Ghost

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.

Arrows Valkyrie Rage Giant Skeleton 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.

Minion Horde 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Royal Ghost Valkyrie Minion Horde Wizard Balloon Giant Skeleton

Shortest cycle

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

12 Rage Arrows Royal Ghost Valkyrie

Attack Synergies 4 12

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.

Arrows
Balloon Giant Skeleton
Minion Horde
Rage Giant Skeleton
Valkyrie
Balloon Wizard Giant Skeleton Royal Ghost
Wizard
Valkyrie Rage Balloon Giant Skeleton Royal Ghost
Rage
Minion Horde Balloon Wizard Giant Skeleton
Balloon
Arrows Valkyrie Rage Wizard Giant Skeleton Royal Ghost
Giant Skeleton
Arrows Minion Horde Valkyrie Wizard Rage Balloon
Royal Ghost
Valkyrie Wizard Balloon

Defense Synergies 0 5

Arrows
Valkyrie Giant Skeleton
Minion Horde
Valkyrie
Arrows Wizard
Wizard
Valkyrie Giant Skeleton Royal Ghost
Rage
Balloon
Giant Skeleton
Arrows Wizard
Royal Ghost
Wizard

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.

Minion Horde Valkyrie Wizard
Minion Horde Valkyrie
Minion Horde Valkyrie Giant Skeleton
Minion Horde Valkyrie
Arrows Valkyrie Giant Skeleton
Arrows Valkyrie Royal Ghost
Minion Horde Arrows Wizard
Arrows Valkyrie Giant Skeleton
Minion Horde
Minion Horde Valkyrie Giant Skeleton Royal Ghost
Minion Horde Valkyrie Arrows Wizard Giant Skeleton Royal Ghost
Arrows Minion Horde Wizard
Minion Horde Valkyrie Wizard Giant Skeleton
Valkyrie Wizard Arrows Minion Horde Royal Ghost
Minion Horde
Minion Horde
Minion Horde Wizard Arrows Valkyrie
Arrows Valkyrie Minion Horde Wizard Royal Ghost
Arrows Valkyrie Wizard Giant Skeleton Royal Ghost
Valkyrie Wizard Royal Ghost Arrows Minion Horde Giant Skeleton

Counters to secondary win conditions

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

Valkyrie Giant Skeleton Royal Ghost
Arrows Valkyrie Wizard Royal Ghost
Giant Skeleton Minion Horde Valkyrie
Valkyrie Giant Skeleton Minion Horde
Giant Skeleton Minion Horde Valkyrie
Arrows Wizard Minion Horde
Minion Horde Valkyrie Giant Skeleton
Giant Skeleton Minion Horde Valkyrie
Minion Horde Giant Skeleton Valkyrie
Minion Horde
Minion Horde Valkyrie Giant Skeleton
Arrows Valkyrie Giant Skeleton
Giant Skeleton Minion Horde Valkyrie Wizard
Wizard Minion Horde Valkyrie
Minion Horde Valkyrie Giant Skeleton
Arrows Valkyrie Minion Horde Wizard Giant Skeleton Royal Ghost
Arrows

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.)

Arrows Minion Horde Valkyrie Giant Skeleton Royal Ghost
Arrows Royal Ghost
Arrows Minion Horde Giant Skeleton
Arrows Valkyrie Giant Skeleton
Wizard Arrows Minion Horde Valkyrie
Arrows Wizard Minion Horde
Arrows Minion Horde Wizard
Arrows Wizard
Arrows Wizard
Minion Horde
Arrows Minion Horde Valkyrie Wizard
Arrows Wizard
Arrows Minion Horde
Arrows
Arrows Minion Horde Wizard
Arrows Minion Horde Wizard
Arrows
Minion Horde
Arrows Wizard
Arrows Valkyrie Wizard
Minion Horde Giant Skeleton
Arrows Wizard
Arrows Minion Horde
Arrows Valkyrie Wizard
Minion Horde
Arrows Wizard Royal Ghost
Arrows Wizard
Arrows
Arrows Minion Horde Wizard
Minion Horde Wizard
Minion Horde
Arrows Minion Horde Wizard
Arrows Minion Horde
Minion Horde Giant Skeleton
Arrows Wizard
Minion Horde
Arrows Wizard
Arrows
Minion Horde Valkyrie Wizard
Arrows Wizard
Arrows Giant Skeleton
Minion Horde
Minion Horde Giant Skeleton
Giant Skeleton Royal Ghost
Wizard

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