My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Minions Dart Goblin Zappies 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.

Knight Zappies Wizard Dark Prince

Offensive cards

Win conditions

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

Missing

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.

Elite Barbarians Dark Prince

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 Knight Elite Barbarians Dart Goblin Dark Prince

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.

Elite Barbarians Dark Prince

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
Minions Elite Barbarians Dark Prince
Giant Snowball
Fire Spirit Minions Dart Goblin Zappies
Zap
Fire Spirit Minions Dart Goblin Zappies Dark Prince
Barbarian Barrel
Fire Spirit Knight Elite Barbarians Dart Goblin Zappies Wizard Dark Prince
The Log
Fire Spirit Elite Barbarians Dart Goblin Zappies Dark Prince
Earthquake
Zappies
Arrows
Fire Spirit Minions Dart Goblin Zappies
Royal Delivery
Fire Spirit Knight Minions Elite Barbarians Dart Goblin Zappies Wizard Dark Prince
Fireball
Minions Elite Barbarians Dart Goblin Zappies Wizard
Poison
Minions Dart Goblin Zappies Wizard
Lightning
Knight Elite Barbarians Wizard Dark Prince
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Dark Prince

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 Knight Dark Prince

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.

Elite Barbarians

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 Minions Dart Goblin 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Knight Minions Dart Goblin Zappies Dark Prince Wizard Elite Barbarians

Shortest cycle

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

10 Fire Spirit Knight Minions Dart Goblin

Attack Synergies 2 14

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
Knight Elite Barbarians Dark Prince
Knight
Minions Dart Goblin Fire Spirit Elite Barbarians Zappies Wizard
Minions
Knight Elite Barbarians Dark Prince
Elite Barbarians
Fire Spirit Knight Minions Dart Goblin Zappies Wizard
Dart Goblin
Knight Elite Barbarians Dark Prince
Zappies
Knight Elite Barbarians Dark Prince
Wizard
Knight Elite Barbarians Dark Prince
Dark Prince
Fire Spirit Minions Dart Goblin Zappies Wizard

Defense Synergies 4 10

Fire Spirit
Knight
Knight
Fire Spirit Minions Dart Goblin Zappies Wizard
Minions
Knight Dart Goblin Zappies Dark Prince
Elite Barbarians
Dark Prince Dart Goblin Wizard
Dart Goblin
Knight Minions Elite Barbarians Zappies Dark Prince
Zappies
Knight Minions Dart Goblin
Wizard
Knight Elite Barbarians Dark Prince
Dark Prince
Elite Barbarians Minions Dart Goblin 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.

Knight Minions Dart Goblin Zappies Wizard
Elite Barbarians Knight Minions Dart Goblin Zappies Dark Prince
Fire Spirit Knight Minions Elite Barbarians Dart Goblin Zappies Dark Prince
Elite Barbarians Knight Minions Dart Goblin Zappies Dark Prince
Elite Barbarians Dark Prince
Fire Spirit Minions Dart Goblin Zappies Dark Prince
Minions Dart Goblin Fire Spirit Zappies Wizard
Dart Goblin
Zappies Minions Elite Barbarians
Knight Elite Barbarians Fire Spirit Dart Goblin Zappies Dark Prince
Minions Dart Goblin Knight Zappies Wizard Dark Prince
Minions Dart Goblin Zappies Wizard
Fire Spirit Knight Minions Elite Barbarians Zappies Wizard Dark Prince
Fire Spirit Wizard Minions Dart Goblin Zappies Dark Prince
Elite Barbarians Knight Zappies
Elite Barbarians Zappies
Wizard Knight Minions Elite Barbarians Zappies Dark Prince
Fire Spirit Knight Minions Elite Barbarians Dart Goblin Zappies Wizard Dark Prince
Wizard Fire Spirit Knight Minions Dart Goblin Zappies Dark Prince
Elite Barbarians Dart Goblin Zappies
Wizard Dark Prince Fire Spirit Knight Minions Elite Barbarians Dart Goblin Zappies
Elite Barbarians Zappies

Counters to secondary win conditions

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

Knight Elite Barbarians Zappies Dark Prince
Knight Elite Barbarians Wizard
Zappies Knight Minions Elite Barbarians Dark Prince
Dark Prince Knight Elite Barbarians Zappies
Knight Elite Barbarians Zappies Dark Prince
Fire Spirit Wizard Minions Dart Goblin Zappies
Dark Prince Knight Minions Elite Barbarians Dart Goblin Zappies
Knight Elite Barbarians Zappies Dark Prince
Knight Minions Elite Barbarians Zappies Dark Prince
Dart Goblin Zappies
Knight Minions Elite Barbarians Dart Goblin Zappies Dark Prince
Elite Barbarians Dark Prince
Elite Barbarians Dark Prince Knight Zappies Wizard
Wizard Dart Goblin Zappies
Elite Barbarians Zappies Knight Minions Dart Goblin Dark Prince
Minions Elite Barbarians Dart Goblin Zappies Wizard Dark Prince

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.)

Knight Dart Goblin
Dart Goblin
Dart Goblin
Knight Dart Goblin Dark Prince
Wizard Fire Spirit Dark Prince
Wizard Fire Spirit Minions Dart Goblin
Fire Spirit Dart Goblin Wizard
Fire Spirit Dart Goblin Wizard
Dart Goblin Wizard
Fire Spirit Minions Elite Barbarians
Knight Dart Goblin Wizard Dark Prince
Fire Spirit Dart Goblin Wizard
Fire Spirit Knight Elite Barbarians Dart Goblin
Minions Dart Goblin
Elite Barbarians Dart Goblin
Dart Goblin Wizard
Dart Goblin Wizard
Minions
Fire Spirit Dart Goblin Wizard Dark Prince
Fire Spirit Dart Goblin Wizard
Minions
Wizard
Fire Spirit Wizard Dark Prince
Dart Goblin Wizard
Wizard
Dart Goblin
Elite Barbarians Fire Spirit Dart Goblin Wizard
Minions Dart Goblin Zappies Wizard
Elite Barbarians
Dart Goblin Wizard
Zappies
Wizard
Fire Spirit Minions Dart Goblin Zappies Dark Prince
Fire Spirit Dart Goblin Zappies Wizard
Knight Dart Goblin Wizard Dark Prince
Dart Goblin Wizard
Elite Barbarians Dart Goblin Dark Prince
Minions Elite Barbarians Dart Goblin Zappies
Dart Goblin Zappies
Dart Goblin Dark Prince
Dart Goblin Wizard

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