My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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!

Advanced stuff

Defensive cards

Anti-air

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

Minion Horde Dart Goblin Inferno Tower Baby Dragon Ice Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Baby Dragon Electro Giant Golem Ice Wizard

Offensive cards

Win conditions

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

Electro Giant Golem

Damage spells

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

Fireball

Punishments

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

Electro Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Minion Horde Dart Goblin Baby Dragon Electro Giant Golem

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.

Golem

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
Giant Snowball
Minion Horde Dart Goblin Baby Dragon
Zap
Minion Horde Dart Goblin Inferno Tower
Barbarian Barrel
Dart Goblin Inferno Tower Ice Wizard
The Log
Dart Goblin
Earthquake
Inferno Tower
Arrows
Minion Horde Dart Goblin
Royal Delivery
Minion Horde Dart Goblin Baby Dragon Ice Wizard
Fireball
Minion Horde Dart Goblin Inferno Tower Baby Dragon Ice Wizard
Poison
Minion Horde Dart Goblin Inferno Tower Ice Wizard
Lightning
Inferno Tower Baby Dragon Ice Wizard
Rocket
Minion Horde Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon Electro Giant Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon Electro Giant Ice Wizard

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.

Inferno Tower Baby Dragon Electro Giant Golem Ice Wizard

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.

Minion Horde Dart Goblin Fireball Ice 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Dart Goblin Ice Wizard Fireball Baby Dragon Minion Horde Inferno Tower Electro Giant Golem

Shortest cycle

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

14 Dart Goblin Ice Wizard Fireball Baby Dragon

Attack Synergies 2 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.

Minion Horde
Golem
Dart Goblin
Baby Dragon Golem
Fireball
Golem Baby Dragon
Inferno Tower
Baby Dragon
Golem Dart Goblin Fireball Electro Giant Ice Wizard
Electro Giant
Baby Dragon
Golem
Fireball Baby Dragon Minion Horde Dart Goblin Ice Wizard
Ice Wizard
Baby Dragon Golem

Defense Synergies 1 10

Minion Horde
Inferno Tower Ice Wizard
Dart Goblin
Inferno Tower Baby Dragon Ice Wizard
Fireball
Inferno Tower Ice Wizard
Inferno Tower
Minion Horde Dart Goblin Fireball Baby Dragon Ice Wizard
Baby Dragon
Ice Wizard Dart Goblin Inferno Tower
Electro Giant
Ice Wizard
Golem
Ice Wizard
Baby Dragon Minion Horde Dart Goblin Fireball Inferno Tower Electro Giant

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 Dart Goblin Fireball Inferno Tower Baby Dragon
Minion Horde Inferno Tower Dart Goblin Ice Wizard
Minion Horde Inferno Tower Dart Goblin Ice Wizard
Minion Horde Inferno Tower Dart Goblin Ice Wizard
Fireball
Fireball Dart Goblin Baby Dragon Ice Wizard
Minion Horde Dart Goblin Inferno Tower Fireball Baby Dragon Ice Wizard
Dart Goblin Fireball Inferno Tower Baby Dragon Electro Giant
Minion Horde Inferno Tower Ice Wizard
Minion Horde Dart Goblin Inferno Tower Ice Wizard
Minion Horde Dart Goblin Ice Wizard Fireball Baby Dragon Electro Giant
Minion Horde Inferno Tower Dart Goblin Fireball Baby Dragon Ice Wizard
Minion Horde Inferno Tower Fireball Ice Wizard
Fireball Minion Horde Dart Goblin Baby Dragon
Inferno Tower Minion Horde
Minion Horde Inferno Tower Fireball Electro Giant
Minion Horde Fireball Inferno Tower
Fireball Minion Horde Dart Goblin Baby Dragon Ice Wizard
Baby Dragon Dart Goblin Fireball Ice Wizard
Dart Goblin Inferno Tower
Minion Horde Dart Goblin Fireball Baby Dragon Electro Giant

Counters to secondary win conditions

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

Fireball Inferno Tower Electro Giant
Fireball Baby Dragon
Minion Horde Inferno Tower
Minion Horde Fireball Inferno Tower
Inferno Tower Minion Horde
Fireball Electro Giant Minion Horde Dart Goblin Baby Dragon Ice Wizard
Minion Horde Dart Goblin Fireball Inferno Tower Ice Wizard
Inferno Tower Minion Horde
Minion Horde Fireball Inferno Tower Baby Dragon
Inferno Tower Minion Horde Dart Goblin
Minion Horde Dart Goblin Inferno Tower
Fireball Electro Giant
Minion Horde Fireball Inferno Tower
Minion Horde Dart Goblin Fireball Baby Dragon Electro Giant
Inferno Tower Electro Giant Minion Horde Dart Goblin Fireball Baby Dragon
Minion Horde Dart Goblin Fireball Inferno Tower Baby Dragon Electro Giant Ice Wizard
Fireball Inferno Tower Ice Wizard

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 Minion Horde Dart Goblin Baby Dragon
Fireball Dart Goblin Baby Dragon Ice Wizard
Minion Horde Dart Goblin Fireball Baby Dragon
Dart Goblin Fireball
Fireball Minion Horde Baby Dragon
Fireball Electro Giant Minion Horde Dart Goblin Baby Dragon Ice Wizard
Minion Horde Dart Goblin Baby Dragon
Fireball Dart Goblin Baby Dragon Ice Wizard
Fireball Dart Goblin
Minion Horde Fireball
Minion Horde Dart Goblin Fireball
Fireball Dart Goblin Baby Dragon
Dart Goblin Fireball Baby Dragon
Minion Horde Dart Goblin Fireball Baby Dragon
Dart Goblin Fireball Baby Dragon
Minion Horde Dart Goblin Fireball Baby Dragon
Minion Horde Dart Goblin Fireball Baby Dragon
Fireball
Minion Horde
Dart Goblin Fireball Baby Dragon
Dart Goblin Fireball Baby Dragon Electro Giant
Minion Horde Fireball Baby Dragon
Fireball
Minion Horde Fireball Baby Dragon
Electro Giant Fireball Baby Dragon Ice Wizard
Minion Horde
Fireball Dart Goblin Baby Dragon Ice Wizard
Fireball Baby Dragon
Fireball Dart Goblin Baby Dragon
Minion Horde Dart Goblin Fireball Baby Dragon Electro Giant Ice Wizard
Minion Horde Dart Goblin Fireball Electro Giant
Minion Horde Fireball
Minion Horde Dart Goblin Fireball
Minion Horde Fireball
Minion Horde
Fireball
Minion Horde Dart Goblin Fireball
Fireball Dart Goblin Baby Dragon Ice Wizard
Fireball
Fireball Minion Horde Dart Goblin Baby Dragon
Dart Goblin Fireball Baby Dragon
Fireball Electro Giant
Minion Horde Dart Goblin
Electro Giant Minion Horde Dart Goblin Fireball Baby Dragon
Dart Goblin Fireball
Dart Goblin Fireball Baby Dragon Electro Giant
Fireball Dart Goblin

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