My Best Clash Royale Deck

Deck Check Rating

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

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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!
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.

Firecracker Wizard Witch Magic Archer

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.

Firecracker Wizard Witch Giant Skeleton Magic Archer Golden Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows

Punishments

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

Elite Barbarians Golden 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.

Elite Barbarians Giant Skeleton 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 Elite Barbarians Giant Skeleton Magic Archer Golden Knight

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
Elite Barbarians Giant Skeleton
Giant Snowball
Witch
Zap
Firecracker Witch
Barbarian Barrel
Firecracker Elite Barbarians Wizard Witch Giant Skeleton Magic Archer
The Log
Firecracker Elite Barbarians Witch Giant Skeleton
Earthquake
Firecracker Witch
Arrows
Firecracker Witch
Royal Delivery
Firecracker Elite Barbarians Wizard Witch Giant Skeleton Magic Archer
Fireball
Firecracker Elite Barbarians Wizard Witch Magic Archer
Poison
Firecracker Wizard Witch Magic Archer
Lightning
Elite Barbarians Wizard Witch Magic Archer
Rocket
Elite Barbarians Wizard Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Wizard Magic Archer

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 Giant Skeleton

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.

Elite Barbarians

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 Witch

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.

Arrows Firecracker Magic Archer Golden Knight Wizard Witch Elite Barbarians Giant Skeleton

Shortest cycle

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

14 Arrows Firecracker Magic Archer Golden Knight

Attack Synergies 1 9

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
Elite Barbarians Giant Skeleton
Firecracker
Elite Barbarians Giant Skeleton
Elite Barbarians
Arrows Firecracker Wizard Golden Knight
Wizard
Elite Barbarians Giant Skeleton
Witch
Giant Skeleton
Giant Skeleton
Arrows Firecracker Wizard Witch Magic Archer
Magic Archer
Giant Skeleton Golden Knight
Golden Knight
Elite Barbarians Magic Archer

Defense Synergies 0 10

Arrows
Giant Skeleton Golden Knight
Firecracker
Giant Skeleton Golden Knight
Elite Barbarians
Wizard Golden Knight
Wizard
Elite Barbarians Giant Skeleton Golden Knight
Witch
Giant Skeleton
Giant Skeleton
Arrows Firecracker Wizard Witch Magic Archer
Magic Archer
Giant Skeleton
Golden Knight
Arrows Firecracker Elite Barbarians 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.

Firecracker Wizard Magic Archer Golden Knight
Elite Barbarians Firecracker Witch
Witch Elite Barbarians Giant Skeleton
Elite Barbarians Witch Firecracker
Arrows Firecracker Elite Barbarians Giant Skeleton
Arrows Firecracker Magic Archer
Arrows Firecracker Wizard Witch Magic Archer
Arrows Giant Skeleton Magic Archer Golden Knight
Witch Elite Barbarians
Elite Barbarians Firecracker Giant Skeleton
Witch Arrows Firecracker Wizard Giant Skeleton Magic Archer
Arrows Firecracker Wizard Witch Magic Archer
Elite Barbarians Wizard Witch Giant Skeleton
Wizard Arrows Firecracker Witch Magic Archer Golden Knight
Elite Barbarians
Elite Barbarians
Wizard Arrows Firecracker Elite Barbarians Witch
Arrows Firecracker Elite Barbarians Wizard Witch Magic Archer Golden Knight
Arrows Wizard Witch Firecracker Giant Skeleton Magic Archer
Elite Barbarians
Wizard Arrows Firecracker Elite Barbarians Witch Giant Skeleton

Counters to secondary win conditions

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

Elite Barbarians Witch Giant Skeleton
Arrows Firecracker Elite Barbarians Wizard Magic Archer
Giant Skeleton Elite Barbarians Witch Golden Knight
Giant Skeleton Elite Barbarians
Giant Skeleton Elite Barbarians Witch
Arrows Firecracker Wizard Witch Magic Archer
Elite Barbarians Witch Giant Skeleton
Giant Skeleton Elite Barbarians
Giant Skeleton Firecracker Elite Barbarians Witch Magic Archer
Witch
Elite Barbarians Witch Giant Skeleton Golden Knight
Arrows Elite Barbarians Giant Skeleton
Elite Barbarians Giant Skeleton Wizard Witch Golden Knight
Wizard Firecracker Witch Magic Archer
Elite Barbarians Witch Firecracker Giant Skeleton Magic Archer Golden Knight
Arrows Firecracker Elite Barbarians Wizard Witch Giant Skeleton Magic Archer Golden Knight
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.)

Magic Archer Arrows Firecracker Giant Skeleton Golden Knight
Arrows Firecracker Magic Archer Golden Knight
Arrows Giant Skeleton Magic Archer
Arrows Firecracker Giant Skeleton
Wizard Arrows Firecracker Magic Archer
Arrows Firecracker Wizard Witch Magic Archer
Arrows Firecracker Wizard Witch Magic Archer
Arrows Firecracker Wizard Magic Archer
Arrows Firecracker Wizard Golden Knight
Elite Barbarians
Firecracker Arrows Wizard Magic Archer Golden Knight
Arrows Firecracker Wizard Magic Archer
Firecracker Elite Barbarians Magic Archer Golden Knight
Arrows Firecracker Magic Archer
Arrows Firecracker Elite Barbarians Magic Archer
Arrows Firecracker Wizard Witch Magic Archer Golden Knight
Magic Archer Arrows Firecracker Wizard
Arrows
Arrows Firecracker Wizard Magic Archer
Arrows Firecracker Wizard Witch Magic Archer Golden Knight
Giant Skeleton Magic Archer
Arrows Wizard
Arrows
Arrows Firecracker Wizard Witch Magic Archer
Witch
Arrows Firecracker Wizard Witch Magic Archer Golden Knight
Arrows Wizard Witch Magic Archer Golden Knight
Arrows Firecracker Magic Archer Golden Knight
Elite Barbarians Arrows Firecracker Wizard Witch Magic Archer
Firecracker Wizard Witch
Elite Barbarians
Arrows Wizard Magic Archer
Arrows Firecracker Magic Archer
Giant Skeleton
Arrows Firecracker Wizard Magic Archer
Witch Magic Archer
Arrows Firecracker Wizard Witch Magic Archer
Arrows
Firecracker Wizard Magic Archer
Arrows Firecracker Wizard Magic Archer
Arrows Giant Skeleton
Firecracker Elite Barbarians
Firecracker Elite Barbarians Witch Giant Skeleton Magic Archer Golden Knight
Firecracker Witch Magic Archer
Firecracker Witch Giant Skeleton Magic Archer Golden Knight
Firecracker Wizard

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