My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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 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!
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.

Tesla Wizard Inferno Dragon Ram Rider

Defensive buildings

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

Tesla

Investments

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

Tesla Wizard Inferno Dragon Ram Rider Mega Knight Goblinstein

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Arrows Freeze

Punishments

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

Ram Rider Mega Knight

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.

Ram Rider Mega Knight

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.

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
Inferno Dragon Ram Rider
Giant Snowball
Inferno Dragon Ram Rider
Zap
Inferno Dragon Ram Rider
Barbarian Barrel
Tesla Wizard
The Log
Ram Rider
Earthquake
Tesla
Arrows
Royal Delivery
Wizard Inferno Dragon Ram Rider
Fireball
Tesla Wizard Inferno Dragon Ram Rider
Poison
Wizard
Lightning
Tesla Wizard Inferno Dragon Ram Rider Goblinstein
Rocket
Wizard Inferno Dragon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Freeze Mega Knight

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 Freeze Inferno Dragon Mega Knight

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Tesla Freeze Inferno Dragon Wizard Ram Rider Goblinstein Mega Knight

Shortest cycle

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

15 Arrows Tesla Freeze Inferno Dragon

Attack Synergies 1 6

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
Freeze Ram Rider Mega Knight
Tesla
Wizard
Ram Rider Mega Knight
Freeze
Arrows
Inferno Dragon
Mega Knight
Ram Rider
Arrows Wizard Mega Knight
Mega Knight
Inferno Dragon Arrows Wizard Ram Rider
Goblinstein

Defense Synergies 1 7

Arrows
Mega Knight Tesla
Tesla
Arrows Wizard Inferno Dragon
Wizard
Tesla Freeze Mega Knight
Freeze
Wizard Mega Knight
Inferno Dragon
Tesla Mega Knight
Ram Rider
Mega Knight
Arrows Wizard Freeze Inferno Dragon
Goblinstein

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.

Tesla Wizard Ram Rider
Inferno Dragon Tesla Ram Rider Mega Knight
Tesla Ram Rider Mega Knight Freeze Inferno Dragon
Tesla Inferno Dragon Ram Rider Mega Knight
Arrows Mega Knight
Arrows Freeze Tesla Mega Knight
Tesla Inferno Dragon Ram Rider Arrows Wizard Freeze
Arrows Tesla Ram Rider Mega Knight
Tesla Inferno Dragon
Tesla Mega Knight
Arrows Tesla Wizard Freeze Ram Rider Mega Knight
Arrows Tesla Inferno Dragon Wizard Ram Rider
Tesla Mega Knight Wizard Freeze Ram Rider
Wizard Mega Knight Arrows Tesla Freeze
Inferno Dragon Tesla Ram Rider Mega Knight
Tesla Freeze Inferno Dragon Ram Rider Mega Knight
Tesla Wizard Mega Knight Arrows
Arrows Tesla Mega Knight Wizard Ram Rider
Arrows Wizard Freeze Tesla Inferno Dragon Ram Rider Mega Knight
Tesla Inferno Dragon Ram Rider
Wizard Mega Knight Arrows Tesla
Tesla Inferno Dragon

Counters to secondary win conditions

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

Mega Knight Tesla
Arrows Tesla Wizard Inferno Dragon Mega Knight
Mega Knight Ram Rider
Mega Knight Tesla Ram Rider
Tesla Inferno Dragon Ram Rider Mega Knight
Arrows Wizard Tesla Freeze Ram Rider
Tesla Ram Rider
Mega Knight Tesla Inferno Dragon
Freeze Mega Knight Inferno Dragon
Tesla Inferno Dragon
Inferno Dragon Mega Knight Tesla
Mega Knight Arrows
Mega Knight Tesla Wizard Ram Rider
Wizard Tesla Mega Knight
Tesla Freeze Inferno Dragon
Arrows Mega Knight Tesla Wizard Freeze Inferno Dragon
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 Freeze
Arrows Ram Rider
Arrows
Arrows Freeze
Wizard Arrows Mega Knight
Arrows Wizard Freeze Ram Rider
Arrows Wizard
Arrows Wizard Freeze Ram Rider
Arrows Wizard Ram Rider
Arrows Wizard Ram Rider
Arrows Wizard
Arrows Freeze
Arrows
Arrows Wizard
Arrows Wizard Mega Knight
Arrows Freeze
Arrows Wizard Mega Knight
Arrows Wizard Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Freeze Wizard Mega Knight
Inferno Dragon
Arrows Wizard Ram Rider
Arrows Wizard Ram Rider Mega Knight
Arrows
Arrows Wizard
Wizard Freeze
Arrows Wizard Mega Knight
Arrows Freeze
Mega Knight
Arrows Wizard
Freeze
Arrows Wizard Ram Rider
Freeze
Arrows
Wizard Mega Knight
Arrows Wizard
Arrows
Mega Knight
Freeze
Freeze Mega Knight
Inferno Dragon
Wizard Mega Knight

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