My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Baby Dragon

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 Valkyrie Baby Dragon Giant Skeleton

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap

Punishments

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

Hog 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.

Fire Spirit Valkyrie Hog Rider Baby Dragon Giant Skeleton

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.

Valkyrie Hog Rider Giant Skeleton

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 Hog Rider Skeleton Army Giant Skeleton
Giant Snowball
Fire Spirit Bats Hog Rider Skeleton Army Baby Dragon
Zap
Fire Spirit Bats Skeleton Army
Barbarian Barrel
Fire Spirit Valkyrie Skeleton Army Giant Skeleton
The Log
Fire Spirit Hog Rider Skeleton Army Giant Skeleton
Earthquake
Hog Rider Skeleton Army
Arrows
Fire Spirit Bats Skeleton Army
Royal Delivery
Fire Spirit Bats Valkyrie Hog Rider Skeleton Army Baby Dragon Giant Skeleton
Fireball
Hog Rider Skeleton Army Baby Dragon
Poison
Bats Skeleton Army
Lightning
Valkyrie Baby Dragon
Rocket
Valkyrie Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Valkyrie Baby Dragon

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 Bats Valkyrie Skeleton Army Baby Dragon 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.

Skeleton Army

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Zap Skeleton Army Valkyrie Hog Rider Baby Dragon Giant Skeleton

Shortest cycle

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

8 Fire Spirit Bats Zap Skeleton Army

Attack Synergies 7 13

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
Valkyrie Hog Rider Zap Baby Dragon Giant Skeleton
Bats
Valkyrie Hog Rider Giant Skeleton Zap Baby Dragon
Zap
Hog Rider Fire Spirit Bats Valkyrie Baby Dragon Giant Skeleton
Valkyrie
Fire Spirit Bats Hog Rider Zap Baby Dragon Giant Skeleton
Hog Rider
Fire Spirit Bats Zap Valkyrie Baby Dragon Giant Skeleton
Skeleton Army
Baby Dragon
Fire Spirit Bats Zap Valkyrie Hog Rider Giant Skeleton
Giant Skeleton
Bats Fire Spirit Zap Valkyrie Hog Rider Baby Dragon

Defense Synergies 0 14

Fire Spirit
Zap Valkyrie Giant Skeleton
Bats
Zap Valkyrie Baby Dragon Giant Skeleton
Zap
Fire Spirit Bats Valkyrie Skeleton Army Baby Dragon Giant Skeleton
Valkyrie
Fire Spirit Bats Zap Baby Dragon
Hog Rider
Skeleton Army
Zap Giant Skeleton
Baby Dragon
Bats Zap Valkyrie Giant Skeleton
Giant Skeleton
Fire Spirit Bats Zap Skeleton Army Baby Dragon

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 Valkyrie Baby Dragon
Skeleton Army Bats Zap Valkyrie
Skeleton Army Fire Spirit Bats Valkyrie Giant Skeleton
Skeleton Army Bats Valkyrie
Valkyrie Skeleton Army Giant Skeleton
Skeleton Army Fire Spirit Bats Zap Valkyrie Baby Dragon
Bats Fire Spirit Zap Baby Dragon
Zap Valkyrie Baby Dragon Giant Skeleton
Skeleton Army
Skeleton Army Fire Spirit Valkyrie Giant Skeleton
Bats Valkyrie Skeleton Army Zap Baby Dragon Giant Skeleton
Bats Zap Baby Dragon
Skeleton Army Fire Spirit Bats Zap Valkyrie Giant Skeleton
Fire Spirit Valkyrie Skeleton Army Bats Zap Baby Dragon
Skeleton Army
Skeleton Army Zap
Bats Valkyrie Skeleton Army
Fire Spirit Valkyrie Bats Zap Skeleton Army Baby Dragon
Zap Valkyrie Baby Dragon Fire Spirit Bats Giant Skeleton
Valkyrie Skeleton Army Fire Spirit Bats Baby Dragon Giant Skeleton

Counters to secondary win conditions

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

Valkyrie Skeleton Army Zap Giant Skeleton
Zap Valkyrie Baby Dragon
Skeleton Army Giant Skeleton Bats Zap Valkyrie
Valkyrie Skeleton Army Giant Skeleton Bats Zap
Giant Skeleton Valkyrie Skeleton Army
Fire Spirit Bats Zap Baby Dragon
Skeleton Army Bats Valkyrie Giant Skeleton
Giant Skeleton Valkyrie Skeleton Army
Zap Giant Skeleton Bats Valkyrie Skeleton Army Baby Dragon
Skeleton Army
Bats Valkyrie Giant Skeleton
Skeleton Army Zap Valkyrie Giant Skeleton
Skeleton Army Giant Skeleton Valkyrie
Valkyrie Skeleton Army Baby Dragon
Skeleton Army Bats Zap Valkyrie Baby Dragon Giant Skeleton
Bats Valkyrie Zap Baby Dragon Giant Skeleton
Zap

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.)

Valkyrie Baby Dragon Giant Skeleton
Zap Baby Dragon
Baby Dragon Giant Skeleton
Valkyrie Giant Skeleton
Fire Spirit Zap Valkyrie Baby Dragon
Fire Spirit Bats Zap Baby Dragon
Fire Spirit Baby Dragon
Fire Spirit Zap Baby Dragon
Zap
Fire Spirit Bats
Zap Valkyrie
Fire Spirit Zap Baby Dragon
Fire Spirit Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Baby Dragon
Bats
Fire Spirit Zap Baby Dragon
Fire Spirit Zap Valkyrie Baby Dragon
Baby Dragon Giant Skeleton
Zap Baby Dragon
Zap Fire Spirit Valkyrie Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Fire Spirit Bats Zap Baby Dragon
Zap Bats
Zap
Zap
Giant Skeleton
Zap Fire Spirit Bats Skeleton Army
Fire Spirit Zap Baby Dragon
Valkyrie Baby Dragon
Zap Baby Dragon
Zap Giant Skeleton
Zap Bats Baby Dragon Giant Skeleton
Bats Zap
Zap Baby Dragon Giant Skeleton

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