My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Bad
Versatility
RIP
F2P score
Mediocre

3 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Furnace Baby Dragon

Defensive buildings

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

Furnace

Investments

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

Suspicious Bush Furnace Baby Dragon

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Arrows Fireball Tornado Poison

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Baby Dragon

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
Giant Snowball
Furnace Baby Dragon
Zap
Furnace
Barbarian Barrel
Furnace
The Log
Suspicious Bush Furnace
Earthquake
Furnace
Arrows
Suspicious Bush Furnace
Royal Delivery
Baby Dragon
Fireball
Suspicious Bush Furnace Baby Dragon
Poison
Suspicious Bush Furnace
Lightning
Furnace Baby Dragon
Rocket
Furnace

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Furnace Tornado Baby Dragon Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball Furnace Tornado Baby Dragon Poison

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 Suspicious Bush Tornado Baby Dragon Poison

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.

Fireball

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.

Fireball Furnace

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.

Zap Suspicious Bush Arrows Tornado Fireball Furnace Baby Dragon Poison

Shortest cycle

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

10 Zap Suspicious Bush Arrows Tornado

Attack Synergies 6 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
Arrows Fireball Tornado Furnace Baby Dragon Poison
Arrows
Zap Fireball
Suspicious Bush
Fireball
Zap Arrows Tornado Baby Dragon
Furnace
Zap Baby Dragon
Tornado
Zap Fireball Baby Dragon Poison
Baby Dragon
Tornado Zap Fireball Furnace Poison
Poison
Zap Tornado Baby Dragon

Defense Synergies 2 12

Zap
Fireball Arrows Furnace Tornado Baby Dragon Poison
Arrows
Zap Fireball Furnace Tornado
Suspicious Bush
Fireball
Zap Tornado Arrows
Furnace
Zap Arrows Tornado Baby Dragon
Tornado
Fireball Zap Arrows Furnace Baby Dragon Poison
Baby Dragon
Zap Furnace Tornado
Poison
Zap Tornado

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 Fireball Baby Dragon
Zap Furnace
Furnace Tornado
Furnace
Arrows Fireball Tornado Poison
Arrows Fireball Tornado Zap Furnace Baby Dragon
Furnace Tornado Zap Arrows Fireball Baby Dragon Poison
Zap Arrows Fireball Baby Dragon Poison
Furnace Tornado
Tornado
Poison Zap Arrows Fireball Furnace Tornado Baby Dragon
Arrows Zap Fireball Furnace Tornado Baby Dragon Poison
Furnace Zap Fireball
Fireball Zap Arrows Furnace Tornado Baby Dragon Poison
Furnace
Tornado Zap Fireball Furnace
Arrows Fireball Furnace Tornado Poison
Arrows Fireball Zap Furnace Tornado Baby Dragon
Zap Arrows Furnace Tornado Baby Dragon Poison Fireball
Tornado
Arrows Fireball Furnace Baby Dragon Poison

Counters to secondary win conditions

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

Zap Fireball Furnace
Fireball Poison Zap Arrows Baby Dragon
Zap Furnace
Zap Fireball Tornado
Arrows Fireball Furnace Poison Zap Tornado Baby Dragon
Fireball Furnace
Zap Fireball Tornado Baby Dragon Poison
Zap Arrows Fireball Tornado Poison
Fireball
Fireball Furnace Baby Dragon
Zap Fireball Furnace Tornado Baby Dragon Poison
Arrows Poison Zap Fireball Baby Dragon
Zap Arrows Fireball Furnace

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.)

Fireball Poison Arrows Baby Dragon
Arrows Fireball Poison Zap Tornado Baby Dragon
Arrows Fireball Baby Dragon Poison
Arrows Fireball Poison
Fireball Poison Zap Arrows Furnace Baby Dragon
Arrows Fireball Poison Zap Furnace Tornado Baby Dragon
Arrows Furnace Tornado Baby Dragon Poison
Arrows Fireball Poison Zap Tornado Baby Dragon
Arrows Fireball Poison Zap Tornado
Fireball Tornado Poison
Poison Zap Arrows Fireball Tornado
Fireball Poison Zap Arrows Tornado Baby Dragon
Poison Fireball Baby Dragon
Arrows Fireball Baby Dragon Poison
Zap Arrows Fireball Furnace Baby Dragon Poison
Zap Arrows Fireball Furnace Baby Dragon Poison
Arrows Fireball Furnace Baby Dragon Poison
Arrows Fireball Tornado Poison
Zap Arrows Fireball Baby Dragon Poison
Zap Arrows Fireball Tornado Baby Dragon Poison
Fireball Baby Dragon Poison
Arrows Fireball Tornado Poison
Tornado
Zap Arrows Fireball Baby Dragon Poison
Zap Arrows Tornado Poison Fireball Furnace Baby Dragon
Arrows Fireball Poison Zap Tornado Baby Dragon
Fireball Zap Arrows Tornado Baby Dragon Poison
Fireball Poison Zap Arrows Tornado Baby Dragon
Poison Zap Arrows Fireball Furnace Tornado Baby Dragon
Zap Fireball Poison
Fireball
Poison Zap Arrows Fireball
Zap Arrows Fireball Poison
Arrows Fireball Poison
Zap Fireball
Fireball Poison Zap Arrows Tornado Baby Dragon
Arrows Fireball
Fireball Poison Baby Dragon
Arrows Zap Fireball Baby Dragon Poison
Zap Arrows Fireball Tornado Poison
Zap Fireball Tornado Baby Dragon Poison
Zap Fireball Tornado Poison
Poison Zap Fireball Tornado Baby Dragon
Fireball

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