My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Ice Golem Magic Archer Little Prince

Defensive buildings

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

Cannon

Investments

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

Skeletons Firecracker Ice Golem Electro Giant Magic Archer Little Prince

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Tornado

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.

Missing

Dropped at the bridge

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

Ice Golem Electro Giant Magic Archer

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 Magic Archer

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
Skeletons
Giant Snowball
Skeletons Cannon Little Prince
Zap
Skeletons Cannon Firecracker Little Prince
Barbarian Barrel
Skeletons Cannon Firecracker Magic Archer Little Prince
The Log
Skeletons Cannon Firecracker Little Prince
Earthquake
Skeletons Cannon Firecracker
Arrows
Skeletons Firecracker Little Prince
Royal Delivery
Skeletons Firecracker Magic Archer Little Prince
Fireball
Cannon Firecracker Magic Archer Little Prince
Poison
Cannon Firecracker Magic Archer Little Prince
Lightning
Cannon Ice Golem Magic Archer Little Prince
Rocket
Magic Archer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Firecracker Ice Golem Tornado Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Ice Golem Tornado Electro Giant Magic Archer

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 Golem Tornado Electro Giant

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 Golem

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.

Skeletons Ice Golem Cannon Firecracker Tornado Little Prince Magic Archer Electro Giant

Shortest cycle

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

9 Skeletons Ice Golem Cannon Firecracker

Attack Synergies 2 3

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.

Skeletons
Cannon
Firecracker
Ice Golem Tornado
Ice Golem
Firecracker Magic Archer
Tornado
Electro Giant Magic Archer Firecracker
Electro Giant
Tornado
Magic Archer
Tornado Ice Golem
Little Prince

Defense Synergies 4 15

Skeletons
Cannon Firecracker Ice Golem Tornado Magic Archer Little Prince
Cannon
Skeletons Ice Golem Firecracker Electro Giant Magic Archer Little Prince
Firecracker
Ice Golem Skeletons Cannon Tornado
Ice Golem
Cannon Firecracker Skeletons Tornado Magic Archer Little Prince
Tornado
Magic Archer Skeletons Firecracker Ice Golem Electro Giant Little Prince
Electro Giant
Cannon Tornado
Magic Archer
Tornado Skeletons Cannon Ice Golem
Little Prince
Skeletons Cannon Ice Golem 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.

Cannon Firecracker Ice Golem Magic Archer
Skeletons Cannon Firecracker
Cannon Tornado Skeletons
Cannon Skeletons Firecracker
Firecracker Tornado
Tornado Skeletons Cannon Firecracker Magic Archer
Tornado Cannon Firecracker Magic Archer Little Prince
Cannon Ice Golem Electro Giant Magic Archer
Cannon Skeletons Tornado
Tornado Skeletons Cannon Firecracker Ice Golem Little Prince
Skeletons Cannon Firecracker Ice Golem Tornado Electro Giant Magic Archer
Firecracker Tornado Magic Archer
Cannon Skeletons
Cannon Firecracker Tornado Magic Archer
Cannon
Tornado Cannon Electro Giant
Skeletons Cannon Firecracker Tornado
Cannon Firecracker Tornado Magic Archer Little Prince
Tornado Cannon Firecracker Ice Golem Magic Archer Little Prince
Cannon Tornado
Cannon Firecracker Electro Giant Little Prince

Counters to secondary win conditions

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

Skeletons Ice Golem Electro Giant
Firecracker Ice Golem Magic Archer
Skeletons Ice Golem
Ice Golem Tornado
Skeletons Cannon
Firecracker Electro Giant Skeletons Ice Golem Tornado Magic Archer
Skeletons Ice Golem
Skeletons Firecracker Ice Golem Tornado Magic Archer
Skeletons Cannon
Tornado Electro Giant
Skeletons Cannon Ice Golem
Cannon Firecracker Electro Giant Magic Archer
Electro Giant Skeletons Firecracker Ice Golem Tornado Magic Archer Little Prince
Cannon Firecracker Ice Golem Electro Giant Magic Archer
Cannon

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.)

Magic Archer Firecracker Ice Golem
Firecracker Tornado Magic Archer
Magic Archer
Firecracker Ice Golem
Firecracker Magic Archer
Firecracker Electro Giant Ice Golem Tornado Magic Archer
Firecracker Tornado Magic Archer
Firecracker Ice Golem Tornado Magic Archer
Firecracker Tornado
Tornado
Firecracker Tornado Magic Archer
Firecracker Tornado Magic Archer
Firecracker Ice Golem Magic Archer
Firecracker Magic Archer
Firecracker Ice Golem Magic Archer
Firecracker Magic Archer
Magic Archer Firecracker
Tornado
Firecracker Magic Archer
Firecracker Tornado Electro Giant Magic Archer Little Prince
Magic Archer
Tornado
Tornado
Firecracker Ice Golem Tornado Electro Giant Magic Archer Little Prince
Firecracker Tornado Magic Archer
Tornado Magic Archer
Firecracker Tornado Magic Archer
Firecracker Ice Golem Tornado Electro Giant Magic Archer Little Prince
Firecracker Electro Giant
Magic Archer
Firecracker Magic Archer
Firecracker Magic Archer
Magic Archer
Firecracker Tornado Magic Archer
Firecracker Magic Archer
Firecracker Ice Golem Magic Archer
Tornado Electro Giant
Firecracker
Electro Giant Firecracker Tornado Magic Archer
Firecracker Tornado Magic Archer
Firecracker Tornado Electro Giant Magic Archer Little Prince
Firecracker

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