My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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 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.

Bats Minion Horde Ice Golem Wizard Phoenix 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.

Bats Ice Golem Wizard Phoenix Ram Rider Skeleton King

Offensive cards

Win conditions

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

Royal Hogs 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 Hogs 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.

Minion Horde Ice Golem Royal Hogs Phoenix Ram Rider Skeleton King

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.

Royal Hogs 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
Bats Minion Horde Royal Hogs Phoenix Ram Rider Skeleton King
Giant Snowball
Bats Minion Horde Royal Hogs Ram Rider Skeleton King
Zap
Bats Minion Horde Royal Hogs Ram Rider Skeleton King
Barbarian Barrel
Wizard Royal Hogs Skeleton King
The Log
Royal Hogs Ram Rider Skeleton King
Earthquake
Royal Hogs Skeleton King
Arrows
Bats Minion Horde Royal Hogs Skeleton King
Royal Delivery
Bats Minion Horde Wizard Royal Hogs Ram Rider Skeleton King
Fireball
Minion Horde Wizard Royal Hogs Ram Rider Skeleton King
Poison
Bats Minion Horde Wizard Royal Hogs Phoenix Skeleton King
Lightning
Ice Golem Wizard Phoenix Ram Rider Skeleton King
Rocket
Minion Horde Wizard Royal Hogs Phoenix Ram Rider Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Wizard Skeleton King

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.

Bats Ice Golem

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.

Minion Horde Ice Golem 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Ice Golem Phoenix Skeleton King Minion Horde Wizard Royal Hogs Ram Rider

Shortest cycle

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

12 Bats Ice Golem Phoenix Skeleton King

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.

Bats
Ice Golem Royal Hogs Ram Rider Skeleton King
Minion Horde
Ice Golem
Ice Golem
Bats Minion Horde Royal Hogs Ram Rider
Wizard
Royal Hogs Ram Rider
Royal Hogs
Bats Ice Golem Wizard
Phoenix
Ram Rider
Bats Ice Golem Wizard
Skeleton King
Bats

Defense Synergies 0 6

Bats
Ice Golem Skeleton King
Minion Horde
Ice Golem
Ice Golem
Bats Minion Horde Wizard Phoenix
Wizard
Ice Golem Skeleton King
Royal Hogs
Phoenix
Ice Golem
Ram Rider
Skeleton King
Bats 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.

Minion Horde Ice Golem Wizard Ram Rider
Minion Horde Bats Phoenix Ram Rider
Minion Horde Ram Rider Bats
Minion Horde Bats Phoenix Ram Rider Skeleton King
Bats
Bats Minion Horde Ram Rider Wizard Phoenix
Ice Golem Phoenix Ram Rider
Minion Horde Phoenix Skeleton King
Minion Horde Ice Golem Phoenix
Bats Minion Horde Ice Golem Wizard Ram Rider Skeleton King
Minion Horde Bats Wizard Phoenix Ram Rider
Minion Horde Bats Wizard Ram Rider
Wizard Bats Minion Horde Skeleton King
Minion Horde Phoenix Ram Rider Skeleton King
Minion Horde Ram Rider
Minion Horde Wizard Bats
Bats Minion Horde Wizard Ram Rider
Wizard Bats Ice Golem Ram Rider
Phoenix Ram Rider
Wizard Bats Minion Horde

Counters to secondary win conditions

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

Ice Golem
Ice Golem Wizard Phoenix
Bats Minion Horde Ice Golem Ram Rider
Bats Minion Horde Ice Golem Phoenix Ram Rider
Minion Horde Phoenix Ram Rider
Wizard Bats Minion Horde Ice Golem Ram Rider
Bats Minion Horde Ice Golem Phoenix Ram Rider
Minion Horde Phoenix
Minion Horde Bats Ice Golem Phoenix
Minion Horde Phoenix
Bats Minion Horde Phoenix
Phoenix
Minion Horde Ice Golem Wizard Ram Rider Skeleton King
Wizard Minion Horde
Phoenix Bats Minion Horde Ice Golem Skeleton King
Bats Minion Horde Ice Golem Wizard Phoenix Skeleton King

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.)

Minion Horde Ice Golem
Ram Rider
Minion Horde
Ice Golem
Wizard Minion Horde
Wizard Bats Minion Horde Ice Golem Ram Rider
Minion Horde Wizard
Ice Golem Wizard Ram Rider
Wizard Ram Rider
Bats Minion Horde
Minion Horde Wizard Ram Rider
Wizard
Ice Golem
Minion Horde
Ice Golem
Minion Horde Wizard
Minion Horde Wizard
Bats Minion Horde
Wizard
Wizard
Minion Horde
Wizard
Minion Horde
Ice Golem Wizard
Minion Horde
Wizard Ram Rider
Wizard Ram Rider
Bats Minion Horde Ice Golem Wizard
Bats Minion Horde Wizard
Minion Horde
Minion Horde Wizard
Minion Horde
Minion Horde
Wizard
Minion Horde Bats
Wizard Ram Rider
Minion Horde Wizard
Ice Golem Wizard Skeleton King
Minion Horde
Bats Minion Horde Skeleton King
Bats
Wizard

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