My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Witch

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.

Ice Spirit Archers Knight Witch Giant Skeleton Sparky

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.

Missing

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.

Ice Spirit Goblins Knight Giant Skeleton

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.

Giant Skeleton

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
Archers Clone Giant Skeleton Sparky
Giant Snowball
Goblins Archers Clone Witch
Zap
Goblins Archers Clone Witch Sparky
Barbarian Barrel
Ice Spirit Goblins Archers Knight Clone Witch Giant Skeleton Sparky
The Log
Ice Spirit Goblins Archers Clone Witch Giant Skeleton Sparky
Earthquake
Archers Clone Witch
Arrows
Ice Spirit Goblins Archers Clone Witch
Royal Delivery
Ice Spirit Goblins Archers Knight Clone Witch Giant Skeleton Sparky
Fireball
Archers Clone Witch Sparky
Poison
Archers Clone Witch Sparky
Lightning
Knight Witch Sparky
Rocket
Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Sparky

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.

Ice Spirit Knight Clone Giant Skeleton Sparky

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.

Ice Spirit Goblins 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Goblins Archers Knight Clone Witch Giant Skeleton Sparky

Shortest cycle

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

9 Ice Spirit Goblins Archers Knight

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.

Ice Spirit
Knight Sparky Goblins Archers Witch Giant Skeleton
Goblins
Ice Spirit Archers
Archers
Knight Ice Spirit Goblins Giant Skeleton
Knight
Ice Spirit Archers Witch Sparky
Clone
Giant Skeleton Witch Sparky
Witch
Ice Spirit Knight Clone Giant Skeleton
Giant Skeleton
Clone Ice Spirit Archers Witch Sparky
Sparky
Ice Spirit Knight Clone Giant Skeleton

Defense Synergies 2 13

Ice Spirit
Sparky Goblins Archers Knight Witch Giant Skeleton
Goblins
Ice Spirit Archers Knight Giant Skeleton
Archers
Knight Ice Spirit Goblins Witch Giant Skeleton
Knight
Archers Ice Spirit Goblins Witch Sparky
Clone
Witch
Ice Spirit Archers Knight Giant Skeleton
Giant Skeleton
Ice Spirit Goblins Archers Witch
Sparky
Ice Spirit Knight

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.

Knight Sparky
Sparky Ice Spirit Goblins Knight Witch
Witch Sparky Goblins Archers Knight Giant Skeleton
Witch Sparky Goblins Knight
Giant Skeleton Sparky
Goblins Archers
Ice Spirit Archers Witch
Giant Skeleton Sparky
Witch Sparky Goblins
Knight Ice Spirit Goblins Archers Giant Skeleton Sparky
Goblins Archers Witch Knight Giant Skeleton
Archers Witch
Sparky Ice Spirit Knight Witch Giant Skeleton
Sparky Ice Spirit Goblins Witch
Sparky Knight
Ice Spirit Sparky
Sparky Goblins Knight Witch
Ice Spirit Goblins Archers Knight Witch
Witch Ice Spirit Archers Knight Giant Skeleton
Sparky
Goblins Archers Knight Witch Giant Skeleton Sparky

Counters to secondary win conditions

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

Knight Goblins Archers Witch Giant Skeleton Sparky
Archers Knight
Giant Skeleton Ice Spirit Goblins Knight Witch Sparky
Giant Skeleton Knight Sparky
Giant Skeleton Knight Witch Sparky
Ice Spirit Archers Witch
Sparky Goblins Archers Knight Witch Giant Skeleton
Giant Skeleton Knight Sparky
Giant Skeleton Ice Spirit Goblins Knight Witch Sparky
Witch Sparky
Knight Witch Giant Skeleton Sparky
Giant Skeleton
Giant Skeleton Knight Witch Sparky
Archers Witch Sparky
Witch Sparky Ice Spirit Goblins Archers Knight Giant Skeleton
Archers Witch Giant Skeleton Sparky

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.)

Knight Giant Skeleton Sparky
Giant Skeleton Sparky
Knight Giant Skeleton Sparky
Sparky
Ice Spirit Witch
Archers Witch Sparky
Ice Spirit
Goblins Sparky
Knight Sparky
Archers
Knight Sparky
Sparky
Witch Sparky
Sparky
Sparky
Sparky
Archers Sparky
Witch
Giant Skeleton Sparky
Sparky
Ice Spirit Witch Sparky
Witch
Witch Sparky
Witch Sparky
Sparky
Archers Witch Sparky
Ice Spirit Witch
Sparky
Sparky
Ice Spirit Sparky
Giant Skeleton Sparky
Sparky
Ice Spirit Archers Witch
Archers Witch
Knight Sparky
Giant Skeleton Sparky
Sparky
Ice Spirit Witch Giant Skeleton Sparky
Witch
Witch Giant Skeleton Sparky
Sparky
Sparky

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