My Best Clash Royale Deck

Deck Check Rating

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

2 problems 7 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
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 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 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!
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.

Wizard Ram Rider

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.

Royal Giant Elixir Golem Wizard Giant Skeleton Ram Rider Sparky

Offensive cards

Win conditions

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

Royal Giant Elixir Golem Ram Rider

Damage spells

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

Missing

Punishments

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

Royal Giant Elite Barbarians Elixir Golem Ram Rider

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.

Royal Giant Elite Barbarians Elixir Golem Giant Skeleton Ram Rider

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.

Elite Barbarians Giant Skeleton Ram Rider

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
Royal Giant Elite Barbarians Elixir Golem Skeleton Army Giant Skeleton Ram Rider Sparky
Giant Snowball
Skeleton Army Ram Rider
Zap
Royal Giant Skeleton Army Ram Rider Sparky
Barbarian Barrel
Elite Barbarians Elixir Golem Wizard Skeleton Army Giant Skeleton Sparky
The Log
Royal Giant Elite Barbarians Elixir Golem Skeleton Army Giant Skeleton Ram Rider Sparky
Earthquake
Elixir Golem Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Elite Barbarians Elixir Golem Wizard Skeleton Army Giant Skeleton Ram Rider Sparky
Fireball
Elite Barbarians Elixir Golem Wizard Skeleton Army Ram Rider Sparky
Poison
Elixir Golem Wizard Skeleton Army Sparky
Lightning
Elite Barbarians Wizard Ram Rider Sparky
Rocket
Elite Barbarians Wizard Ram Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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.

Elixir Golem Skeleton Army Giant Skeleton Sparky

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.

Royal Giant Elite Barbarians Skeleton Army

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Elixir Golem Skeleton Army Wizard Ram Rider Royal Giant Elite Barbarians Giant Skeleton Sparky

Shortest cycle

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

16 Elixir Golem Skeleton Army Wizard Ram Rider

Attack Synergies 0 13

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.

Royal Giant
Elite Barbarians Wizard Giant Skeleton Sparky
Elite Barbarians
Royal Giant Wizard Sparky
Elixir Golem
Wizard Sparky
Wizard
Royal Giant Elite Barbarians Elixir Golem Giant Skeleton Ram Rider Sparky
Skeleton Army
Sparky
Giant Skeleton
Royal Giant Wizard Sparky
Ram Rider
Wizard
Sparky
Royal Giant Elite Barbarians Elixir Golem Wizard Skeleton Army Giant Skeleton

Defense Synergies 0 5

Royal Giant
Elite Barbarians
Wizard
Elixir Golem
Wizard
Elite Barbarians Skeleton Army Giant Skeleton
Skeleton Army
Wizard Giant Skeleton Sparky
Giant Skeleton
Wizard Skeleton Army
Ram Rider
Sparky
Skeleton Army

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.

Wizard Ram Rider Sparky
Elite Barbarians Skeleton Army Sparky Ram Rider
Skeleton Army Ram Rider Sparky Elite Barbarians Giant Skeleton
Elite Barbarians Skeleton Army Sparky Ram Rider
Elite Barbarians Skeleton Army Giant Skeleton Sparky
Skeleton Army
Ram Rider Wizard
Giant Skeleton Ram Rider Sparky
Sparky Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army Giant Skeleton Sparky
Skeleton Army Wizard Giant Skeleton Ram Rider
Wizard Ram Rider
Skeleton Army Sparky Elite Barbarians Wizard Giant Skeleton Ram Rider
Wizard Skeleton Army Sparky
Elite Barbarians Skeleton Army Sparky Ram Rider
Skeleton Army Elite Barbarians Ram Rider Sparky
Wizard Sparky Elite Barbarians Skeleton Army
Elite Barbarians Wizard Skeleton Army Ram Rider
Wizard Giant Skeleton Ram Rider
Sparky Elite Barbarians Ram Rider
Wizard Skeleton Army Elite Barbarians Giant Skeleton Sparky

Counters to secondary win conditions

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

Skeleton Army Elite Barbarians Giant Skeleton Sparky
Elite Barbarians Wizard
Skeleton Army Giant Skeleton Elite Barbarians Ram Rider Sparky
Skeleton Army Giant Skeleton Elite Barbarians Ram Rider Sparky
Giant Skeleton Elite Barbarians Skeleton Army Ram Rider Sparky
Wizard Ram Rider
Skeleton Army Sparky Elite Barbarians Giant Skeleton Ram Rider
Giant Skeleton Elite Barbarians Skeleton Army Sparky
Giant Skeleton Elite Barbarians Skeleton Army Sparky
Skeleton Army Sparky
Elite Barbarians Giant Skeleton Sparky
Skeleton Army Elite Barbarians Giant Skeleton
Elite Barbarians Skeleton Army Giant Skeleton Wizard Ram Rider Sparky
Wizard Skeleton Army Sparky
Elite Barbarians Skeleton Army Sparky Giant Skeleton
Elite Barbarians Wizard 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.)

Giant Skeleton Sparky
Ram Rider
Giant Skeleton Sparky
Giant Skeleton Sparky
Wizard Sparky
Wizard Ram Rider
Wizard Sparky
Wizard Ram Rider
Wizard Ram Rider
Elite Barbarians Sparky
Wizard Ram Rider Sparky
Wizard
Elite Barbarians Sparky
Elite Barbarians Sparky
Wizard Sparky
Wizard Sparky
Sparky
Sparky
Wizard Sparky
Wizard
Giant Skeleton Sparky
Wizard
Sparky
Wizard Sparky
Wizard Ram Rider Sparky
Wizard Ram Rider Sparky
Sparky
Elite Barbarians Wizard Sparky
Wizard
Elite Barbarians Sparky
Wizard Sparky
Sparky
Giant Skeleton Sparky
Wizard Sparky
Skeleton Army
Wizard Ram Rider
Wizard Sparky
Wizard
Giant Skeleton Sparky
Elite Barbarians Sparky
Elite Barbarians Giant Skeleton Sparky
Giant Skeleton Sparky
Sparky
Wizard Sparky

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