My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Mega Minion Goblin Giant Electro Wizard

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.

Mega Minion Goblin Giant Electro Wizard Sparky

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Zap Tornado

Punishments

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

Goblin Giant

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.

Electro Spirit Barbarians Goblin Giant

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.

Electro Spirit 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
Sparky
Giant Snowball
Barbarians Mega Minion
Zap
Goblin Giant Sparky
Barbarian Barrel
Electro Spirit Barbarians Electro Wizard Sparky
The Log
Electro Spirit Barbarians Sparky
Earthquake
Barbarians
Arrows
Electro Spirit
Royal Delivery
Electro Spirit Barbarians Mega Minion Electro Wizard Sparky
Fireball
Barbarians Mega Minion Electro Wizard Sparky
Poison
Barbarians Mega Minion Electro Wizard Sparky
Lightning
Mega Minion Electro Wizard Sparky
Rocket
Barbarians Sparky

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Tornado Sparky

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.

Electro Spirit Mega Minion Tornado Sparky

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.

Barbarians 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Zap Mega Minion Tornado Electro Wizard Barbarians Goblin Giant Sparky

Shortest cycle

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

9 Electro Spirit Zap Mega Minion Tornado

Attack Synergies 9 7

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.

Electro Spirit
Mega Minion Zap Goblin Giant Sparky
Zap
Mega Minion Tornado Goblin Giant Electro Wizard Sparky Electro Spirit
Barbarians
Mega Minion
Electro Spirit Zap Goblin Giant Sparky
Tornado
Zap Sparky Goblin Giant
Goblin Giant
Zap Mega Minion Sparky Electro Spirit Tornado Electro Wizard
Electro Wizard
Zap Goblin Giant Sparky
Sparky
Zap Tornado Goblin Giant Electro Spirit Mega Minion Electro Wizard

Defense Synergies 5 13

Electro Spirit
Mega Minion Zap Electro Wizard
Zap
Mega Minion Goblin Giant Electro Wizard Electro Spirit Barbarians Tornado Sparky
Barbarians
Zap
Mega Minion
Electro Spirit Zap Tornado Electro Wizard Sparky
Tornado
Sparky Zap Mega Minion Goblin Giant Electro Wizard Sparky
Goblin Giant
Zap Tornado Electro Wizard Sparky
Electro Wizard
Zap Electro Spirit Mega Minion Tornado Goblin Giant
Sparky
Tornado Zap Mega Minion Tornado Goblin Giant

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.

Zap Mega Minion Goblin Giant Electro Wizard Sparky
Barbarians Sparky Zap Mega Minion Electro Wizard
Barbarians Tornado Sparky Mega Minion Electro Wizard
Barbarians Sparky Mega Minion Electro Wizard
Barbarians Tornado Sparky
Tornado Electro Spirit Zap Mega Minion Electro Wizard
Mega Minion Tornado Electro Wizard Electro Spirit Zap
Electro Spirit Zap Barbarians Goblin Giant Electro Wizard Sparky
Barbarians Sparky Tornado
Tornado Barbarians Electro Wizard Sparky
Barbarians Electro Wizard Electro Spirit Zap Mega Minion Tornado Goblin Giant
Mega Minion Zap Tornado Electro Wizard
Barbarians Sparky Zap Electro Wizard
Sparky Electro Spirit Zap Barbarians Mega Minion Tornado Electro Wizard
Barbarians Sparky Electro Wizard
Barbarians Tornado Zap Electro Wizard Sparky
Barbarians Sparky Tornado Electro Wizard
Electro Spirit Zap Barbarians Mega Minion Tornado Electro Wizard
Zap Tornado Electro Spirit Barbarians Mega Minion Electro Wizard
Barbarians Sparky Tornado Electro Wizard
Electro Spirit Barbarians Goblin Giant Electro Wizard Sparky
Sparky

Counters to secondary win conditions

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

Barbarians Zap Electro Wizard Sparky
Electro Wizard Zap Mega Minion
Barbarians Zap Goblin Giant Electro Wizard Sparky
Zap Barbarians Tornado Goblin Giant Electro Wizard Sparky
Barbarians Goblin Giant Sparky
Electro Spirit Zap Tornado Goblin Giant Electro Wizard
Sparky Barbarians Mega Minion Goblin Giant Electro Wizard
Barbarians Goblin Giant Sparky
Zap Electro Wizard Electro Spirit Barbarians Mega Minion Tornado Sparky
Barbarians Mega Minion Goblin Giant Sparky
Barbarians Mega Minion Sparky
Zap Barbarians Tornado Goblin Giant Electro Wizard
Barbarians Goblin Giant Sparky
Barbarians Sparky
Barbarians Electro Wizard Sparky Electro Spirit Zap Mega Minion Tornado Goblin Giant
Electro Spirit Zap Barbarians Mega Minion Electro Wizard Sparky
Electro Spirit Zap 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.)

Sparky
Zap Tornado Electro Wizard
Goblin Giant Sparky
Barbarians Sparky
Zap Sparky
Electro Spirit Zap Mega Minion Tornado Goblin Giant
Tornado Sparky
Zap Tornado
Zap Tornado
Tornado Electro Wizard Sparky
Zap Tornado Electro Wizard Sparky
Zap Tornado
Sparky
Zap Sparky
Zap Sparky
Sparky
Tornado Sparky
Sparky
Zap Mega Minion Electro Wizard Sparky
Zap Tornado
Sparky
Tornado
Tornado Sparky
Zap Barbarians
Zap Tornado Electro Spirit Sparky
Mega Minion
Zap Tornado Electro Wizard Sparky
Zap Tornado Sparky
Zap Tornado Sparky
Zap Tornado Electro Wizard Sparky
Zap Electro Wizard Electro Spirit Mega Minion
Mega Minion Sparky
Zap Sparky
Zap Electro Spirit Electro Wizard Sparky
Sparky
Sparky
Zap Electro Wizard Electro Spirit Barbarians
Zap Mega Minion Tornado Electro Wizard
Mega Minion Electro Wizard Sparky
Zap
Zap Tornado Sparky
Mega Minion Sparky
Zap Electro Spirit Tornado Electro Wizard Sparky
Zap Tornado Electro Wizard
Zap Tornado Goblin Giant Electro Wizard Sparky
Sparky
Sparky

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