My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Bad
Versatility
Bad
F2P score
Mediocre

2 problems 1 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

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.

Fire Spirit Firecracker 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.

Firecracker Bowler Ram Rider

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 Rocket Rage

Punishments

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

Ram Rider

Pump responses

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

Rocket

Dropped at the bridge

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

Fire Spirit Ram Rider

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 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
Ram Rider
Giant Snowball
Fire Spirit Ram Rider
Zap
Fire Spirit Firecracker Ram Rider
Barbarian Barrel
Fire Spirit Firecracker
The Log
Fire Spirit Firecracker Ram Rider
Earthquake
Firecracker
Arrows
Fire Spirit Firecracker
Royal Delivery
Fire Spirit Firecracker Bowler Ram Rider
Fireball
Firecracker Bowler Ram Rider
Poison
Firecracker
Lightning
Bowler Ram Rider
Rocket
Bowler Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Firecracker Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Firecracker Rocket Bowler

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.

Fire Spirit Arrows Rocket Rage Bowler

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.

Fire Spirit

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.

Mirror Fire Spirit Rage Arrows Firecracker Bowler Ram Rider Rocket

Shortest cycle

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

6 Mirror Fire Spirit Rage Arrows

Attack Synergies 1 10

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.

Fire Spirit
Bowler Ram Rider
Arrows
Mirror Bowler Ram Rider
Firecracker
Mirror Bowler Ram Rider
Rocket
Mirror
Mirror
Arrows Firecracker Rocket Ram Rider
Rage
Bowler
Fire Spirit Arrows Firecracker Ram Rider
Ram Rider
Fire Spirit Arrows Firecracker Mirror Bowler

Defense Synergies 1 4

Fire Spirit
Firecracker
Arrows
Mirror Bowler
Firecracker
Fire Spirit Mirror
Rocket
Mirror
Arrows Firecracker Bowler
Rage
Bowler
Arrows Mirror
Ram Rider

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.

Rocket Bowler Firecracker Ram Rider
Firecracker Ram Rider
Rocket Bowler Ram Rider Fire Spirit
Firecracker Bowler Ram Rider
Arrows Firecracker Rocket Bowler
Arrows Bowler Fire Spirit Firecracker
Rocket Ram Rider Fire Spirit Arrows Firecracker
Rocket Bowler Arrows Ram Rider
Fire Spirit Firecracker Bowler
Arrows Firecracker Bowler Ram Rider
Arrows Firecracker Ram Rider
Bowler Fire Spirit Rocket Ram Rider
Fire Spirit Rocket Bowler Arrows Firecracker
Ram Rider
Rocket Bowler Ram Rider
Arrows Firecracker Bowler
Fire Spirit Arrows Firecracker Bowler Ram Rider
Arrows Fire Spirit Firecracker Bowler Ram Rider
Ram Rider
Bowler Fire Spirit Arrows Firecracker

Counters to secondary win conditions

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

Bowler
Arrows Firecracker Rocket Bowler
Rocket Bowler Ram Rider
Rocket Bowler Ram Rider
Bowler Ram Rider
Fire Spirit Arrows Firecracker Rocket Ram Rider
Rocket Bowler Ram Rider
Rocket Firecracker
Bowler
Rocket Arrows Bowler
Rocket Bowler Ram Rider
Firecracker Bowler
Firecracker Rocket Bowler
Arrows Bowler Firecracker
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 Firecracker Rocket
Arrows Firecracker Bowler Ram Rider
Rocket Arrows
Arrows Firecracker Rocket
Rocket Fire Spirit Arrows Firecracker Bowler
Arrows Firecracker Fire Spirit Rocket Ram Rider
Fire Spirit Arrows Firecracker Bowler
Arrows Fire Spirit Firecracker Bowler Ram Rider
Arrows Firecracker Ram Rider
Rocket Fire Spirit Bowler
Firecracker Rocket Arrows Bowler Ram Rider
Fire Spirit Arrows Firecracker Rocket
Rocket Fire Spirit Firecracker Bowler
Arrows Firecracker Rocket
Arrows Firecracker
Rocket Arrows Firecracker Bowler
Arrows Firecracker Rocket Bowler
Arrows Rocket
Rocket
Rocket Fire Spirit Arrows Firecracker Bowler
Rocket Fire Spirit Arrows Firecracker Bowler
Rocket Bowler
Rocket Arrows
Rocket Bowler
Rocket Arrows
Arrows Firecracker Fire Spirit Bowler
Arrows Firecracker Bowler Ram Rider
Arrows Bowler Ram Rider
Rocket Arrows Firecracker
Fire Spirit Arrows Firecracker
Rocket Firecracker
Bowler
Arrows Rocket
Rocket Arrows Firecracker
Rocket Arrows Firecracker Bowler
Fire Spirit Rocket
Rocket Fire Spirit Arrows Firecracker Ram Rider
Arrows
Firecracker Rocket Bowler
Arrows Firecracker Bowler
Rocket Arrows
Firecracker
Firecracker Rocket Bowler
Firecracker Rocket
Firecracker Rocket Bowler
Firecracker Rocket Bowler

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