My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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.

Firecracker 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.

Knight Firecracker Elixir Golem Witch Prince

Offensive cards

Win conditions

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

Elixir Golem Royal Hogs

Damage spells

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

Arrows

Punishments

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

Elixir Golem Royal Hogs Prince

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.

Knight Barbarians Elixir Golem Royal Hogs Prince

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.

Firecracker Royal Hogs

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
Elixir Golem Royal Hogs Prince
Giant Snowball
Barbarians Royal Hogs Witch
Zap
Firecracker Royal Hogs Witch Prince
Barbarian Barrel
Knight Firecracker Barbarians Elixir Golem Royal Hogs Witch
The Log
Firecracker Barbarians Elixir Golem Royal Hogs Witch Prince
Earthquake
Firecracker Barbarians Elixir Golem Royal Hogs Witch
Arrows
Firecracker Royal Hogs Witch
Royal Delivery
Knight Firecracker Barbarians Elixir Golem Royal Hogs Witch Prince
Fireball
Firecracker Barbarians Elixir Golem Royal Hogs Witch
Poison
Firecracker Barbarians Elixir Golem Royal Hogs Witch
Lightning
Knight Witch Prince
Rocket
Barbarians Royal Hogs Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker

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 Knight Elixir Golem Prince

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.

Barbarians 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Firecracker Elixir Golem Barbarians Royal Hogs Witch Prince

Shortest cycle

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

12 Arrows Knight Firecracker Elixir Golem

Attack Synergies 3 10

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
Royal Hogs Knight Elixir Golem Prince
Knight
Firecracker Arrows Royal Hogs Witch Prince
Firecracker
Knight Elixir Golem Royal Hogs Prince
Barbarians
Elixir Golem
Firecracker Arrows Witch
Royal Hogs
Arrows Knight Firecracker
Witch
Knight Elixir Golem Prince
Prince
Arrows Knight Firecracker Witch

Defense Synergies 1 6

Arrows
Knight Barbarians Prince
Knight
Firecracker Arrows Witch
Firecracker
Knight Prince
Barbarians
Arrows
Elixir Golem
Royal Hogs
Witch
Knight Prince
Prince
Arrows Firecracker Witch

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 Firecracker
Barbarians Knight Firecracker Witch Prince
Barbarians Witch Prince Knight
Barbarians Witch Prince Knight Firecracker
Arrows Firecracker Barbarians Prince
Arrows Firecracker
Arrows Firecracker Witch
Arrows Barbarians
Barbarians Witch Prince
Knight Firecracker Barbarians Prince
Barbarians Witch Arrows Knight Firecracker
Arrows Firecracker Witch
Barbarians Prince Knight Witch
Arrows Firecracker Barbarians Witch Prince
Barbarians Knight Prince
Barbarians Prince
Barbarians Arrows Knight Firecracker Witch Prince
Arrows Knight Firecracker Barbarians Witch Prince
Arrows Witch Knight Firecracker Barbarians
Barbarians Prince
Arrows Knight Firecracker Barbarians Witch Prince

Counters to secondary win conditions

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

Knight Barbarians Witch Prince
Arrows Knight Firecracker Prince
Barbarians Knight Witch Prince
Prince Knight Barbarians
Barbarians Knight Witch Prince
Arrows Firecracker Witch
Prince Knight Barbarians Witch
Knight Barbarians Prince
Knight Firecracker Barbarians Witch Prince
Witch Barbarians
Knight Barbarians Witch Prince
Arrows Barbarians Prince
Barbarians Prince Knight Witch
Firecracker Barbarians Witch
Barbarians Witch Knight Firecracker Prince
Arrows Firecracker Barbarians Witch
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 Knight Firecracker
Arrows Firecracker
Arrows
Arrows Knight Firecracker Barbarians Prince
Arrows Firecracker
Arrows Firecracker Witch
Arrows Firecracker Witch
Arrows Firecracker
Arrows Firecracker
Prince
Firecracker Arrows Knight Prince
Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Arrows Firecracker Prince
Arrows Firecracker Witch
Arrows Firecracker
Arrows
Arrows Firecracker Prince
Arrows Firecracker Witch
Prince
Arrows
Prince
Arrows Barbarians
Arrows Firecracker Witch
Witch
Arrows Firecracker Witch
Arrows Witch Prince
Arrows Firecracker
Arrows Firecracker Witch
Firecracker Witch
Arrows
Arrows Firecracker
Prince
Arrows Firecracker
Barbarians Witch Prince
Arrows Firecracker Witch
Arrows
Knight Firecracker Prince
Arrows Firecracker
Arrows
Firecracker Prince
Firecracker Witch
Firecracker Witch
Firecracker Witch Prince
Prince
Firecracker

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