My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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 Minion Horde 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.

Magic Archer

Offensive cards

Win conditions

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

Hog Rider Wall Breakers Goblin Barrel

Damage spells

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

Rage

Punishments

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

Hog Rider Wall Breakers Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Fire Spirit Minion Horde Hog Rider Wall Breakers 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.

Hog Rider Goblin Barrel Magic Archer

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
Minion Horde Hog Rider Wall Breakers Goblin Barrel Skeleton Army
Giant Snowball
Fire Spirit Minion Horde Hog Rider Wall Breakers Goblin Barrel Skeleton Army
Zap
Fire Spirit Minion Horde Wall Breakers Goblin Barrel Skeleton Army
Barbarian Barrel
Fire Spirit Wall Breakers Goblin Barrel Skeleton Army Magic Archer
The Log
Fire Spirit Hog Rider Wall Breakers Goblin Barrel Skeleton Army
Earthquake
Hog Rider Goblin Barrel Skeleton Army
Arrows
Fire Spirit Minion Horde Wall Breakers Goblin Barrel Skeleton Army
Royal Delivery
Fire Spirit Minion Horde Hog Rider Wall Breakers Goblin Barrel Skeleton Army Magic Archer
Fireball
Minion Horde Hog Rider Wall Breakers Goblin Barrel Skeleton Army Magic Archer
Poison
Minion Horde Skeleton Army Magic Archer
Lightning
Magic Archer
Rocket
Minion Horde Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Magic Archer

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 Rage Skeleton Army

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.

Goblin Barrel 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 Minion Horde Goblin Barrel

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.

Fire Spirit Wall Breakers Rage Goblin Barrel Skeleton Army Hog Rider Magic Archer Minion Horde

Shortest cycle

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

8 Fire Spirit Wall Breakers Rage Goblin Barrel

Attack Synergies 3 6

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
Hog Rider Wall Breakers Goblin Barrel
Minion Horde
Rage Hog Rider
Hog Rider
Fire Spirit Rage Minion Horde Goblin Barrel Magic Archer
Wall Breakers
Fire Spirit
Rage
Minion Horde Hog Rider
Goblin Barrel
Fire Spirit Hog Rider Skeleton Army
Skeleton Army
Goblin Barrel
Magic Archer
Hog Rider

Defense Synergies 0 1

Fire Spirit
Minion Horde
Hog Rider
Wall Breakers
Rage
Goblin Barrel
Skeleton Army
Magic Archer
Magic Archer
Skeleton Army

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 Magic Archer
Minion Horde Skeleton Army
Minion Horde Skeleton Army Fire Spirit
Minion Horde Skeleton Army
Skeleton Army
Skeleton Army Fire Spirit Magic Archer
Minion Horde Fire Spirit Magic Archer
Magic Archer
Minion Horde Skeleton Army
Skeleton Army Fire Spirit Minion Horde
Minion Horde Skeleton Army Magic Archer
Minion Horde Magic Archer
Minion Horde Skeleton Army Fire Spirit
Fire Spirit Skeleton Army Minion Horde Magic Archer
Skeleton Army Minion Horde
Minion Horde Skeleton Army
Minion Horde Skeleton Army
Fire Spirit Minion Horde Skeleton Army Magic Archer
Fire Spirit Magic Archer
Skeleton Army Fire Spirit Minion Horde

Counters to secondary win conditions

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

Skeleton Army
Magic Archer
Skeleton Army Minion Horde
Skeleton Army Minion Horde
Minion Horde Skeleton Army
Fire Spirit Minion Horde Magic Archer
Skeleton Army Minion Horde
Minion Horde Skeleton Army
Minion Horde Skeleton Army Magic Archer
Minion Horde Skeleton Army
Minion Horde
Skeleton Army
Skeleton Army Minion Horde
Minion Horde Skeleton Army Magic Archer
Skeleton Army Minion Horde Magic Archer
Minion Horde Magic Archer

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 Minion Horde
Magic Archer
Minion Horde Magic Archer
Fire Spirit Minion Horde Magic Archer
Fire Spirit Minion Horde Magic Archer
Fire Spirit Minion Horde Magic Archer
Fire Spirit Magic Archer
Fire Spirit Minion Horde
Minion Horde Magic Archer
Fire Spirit Magic Archer
Fire Spirit Magic Archer
Minion Horde Magic Archer
Magic Archer
Minion Horde Magic Archer
Magic Archer Minion Horde
Minion Horde
Fire Spirit Magic Archer
Fire Spirit Magic Archer
Minion Horde Magic Archer
Minion Horde
Fire Spirit Magic Archer
Minion Horde
Magic Archer
Magic Archer
Magic Archer
Fire Spirit Minion Horde Magic Archer
Minion Horde
Minion Horde
Minion Horde Magic Archer
Minion Horde Magic Archer
Minion Horde
Magic Archer
Minion Horde Fire Spirit Skeleton Army Magic Archer
Fire Spirit Magic Archer
Minion Horde Magic Archer
Magic Archer
Minion Horde
Minion Horde Magic Archer
Magic Archer
Magic Archer

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