My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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 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.

Wizard Electro Wizard Inferno Dragon

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.

Wizard Balloon Royal Ghost Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Goblin Barrel Balloon

Damage spells

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

Freeze

Punishments

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

Goblin Barrel Balloon Royal Ghost

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Balloon Royal Ghost

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.

Goblin Barrel Balloon Royal Ghost Electro Wizard

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
Goblin Barrel Skeleton Army Balloon Inferno Dragon
Giant Snowball
Goblin Barrel Skeleton Army Balloon Inferno Dragon
Zap
Goblin Barrel Skeleton Army Balloon Inferno Dragon
Barbarian Barrel
Wizard Goblin Barrel Skeleton Army Royal Ghost Electro Wizard
The Log
Goblin Barrel Skeleton Army
Earthquake
Goblin Barrel Skeleton Army
Arrows
Goblin Barrel Skeleton Army
Royal Delivery
Wizard Goblin Barrel Skeleton Army Balloon Royal Ghost Electro Wizard Inferno Dragon
Fireball
Wizard Goblin Barrel Skeleton Army Balloon Electro Wizard Inferno Dragon
Poison
Wizard Skeleton Army Balloon Electro Wizard
Lightning
Wizard Balloon Electro Wizard Inferno Dragon
Rocket
Wizard Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze Royal Ghost

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.

Skeleton Army Freeze Royal Ghost Inferno Dragon

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.

Goblin Barrel 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 Goblin Barrel Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Barrel Skeleton Army Royal Ghost Freeze Electro Wizard Inferno Dragon Wizard Balloon

Shortest cycle

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

13 Goblin Barrel Skeleton Army Royal Ghost Freeze

Attack Synergies 1 8

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.

Wizard
Balloon Royal Ghost
Goblin Barrel
Skeleton Army Balloon Royal Ghost
Skeleton Army
Goblin Barrel
Freeze
Balloon
Balloon
Freeze Wizard Goblin Barrel Royal Ghost Electro Wizard
Royal Ghost
Wizard Goblin Barrel Balloon Electro Wizard
Electro Wizard
Balloon Royal Ghost
Inferno Dragon

Defense Synergies 0 10

Wizard
Skeleton Army Freeze Royal Ghost Electro Wizard
Goblin Barrel
Skeleton Army
Wizard Freeze Electro Wizard Inferno Dragon
Freeze
Wizard Skeleton Army Electro Wizard
Balloon
Royal Ghost
Wizard Electro Wizard
Electro Wizard
Wizard Skeleton Army Freeze Royal Ghost Inferno Dragon
Inferno Dragon
Skeleton Army Electro Wizard

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 Electro Wizard
Skeleton Army Inferno Dragon Electro Wizard
Skeleton Army Freeze Electro Wizard Inferno Dragon
Skeleton Army Inferno Dragon Electro Wizard
Skeleton Army
Skeleton Army Freeze Royal Ghost Electro Wizard
Electro Wizard Inferno Dragon Wizard Freeze
Electro Wizard
Inferno Dragon Skeleton Army
Skeleton Army Royal Ghost Electro Wizard
Skeleton Army Electro Wizard Wizard Freeze Royal Ghost
Inferno Dragon Wizard Electro Wizard
Skeleton Army Wizard Freeze Electro Wizard
Wizard Skeleton Army Freeze Royal Ghost Electro Wizard
Skeleton Army Inferno Dragon Electro Wizard
Skeleton Army Freeze Electro Wizard Inferno Dragon
Wizard Skeleton Army Electro Wizard
Wizard Skeleton Army Royal Ghost Electro Wizard
Wizard Freeze Royal Ghost Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Wizard Skeleton Army Royal Ghost Electro Wizard
Inferno Dragon

Counters to secondary win conditions

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

Skeleton Army Royal Ghost Electro Wizard
Electro Wizard Wizard Royal Ghost Inferno Dragon
Skeleton Army Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Inferno Dragon
Wizard Freeze Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Inferno Dragon
Freeze Electro Wizard Skeleton Army Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon
Skeleton Army Electro Wizard
Skeleton Army Wizard
Wizard Skeleton Army
Skeleton Army Electro Wizard Freeze Inferno Dragon
Wizard Freeze Royal Ghost Electro Wizard Inferno Dragon
Electro 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.)

Freeze Royal Ghost
Royal Ghost Electro Wizard
Freeze
Wizard
Wizard Freeze
Wizard
Wizard Freeze
Wizard
Electro Wizard
Wizard Electro Wizard
Wizard
Freeze
Wizard
Wizard
Freeze
Wizard Electro Wizard
Wizard
Wizard
Freeze Wizard
Inferno Dragon
Wizard Royal Ghost Electro Wizard
Wizard
Wizard Electro Wizard
Electro Wizard Wizard Freeze
Wizard
Freeze Electro Wizard
Wizard
Electro Wizard Skeleton Army Freeze
Wizard Electro Wizard
Freeze
Wizard Electro Wizard
Wizard
Freeze Electro Wizard
Electro Wizard
Freeze Royal Ghost Electro Wizard
Inferno Dragon
Wizard

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