My Best Clash Royale Deck

Deck Check Rating

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

3 problems 4 warnings Why?

Deck tips

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

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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!
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!
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 Ice Wizard Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone X-Bow

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Royal Giant Tombstone Battle Ram X-Bow Ice Wizard Night Witch Lava Hound

Offensive cards

Win conditions

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

Royal Giant Battle Ram X-Bow Lava Hound

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.

Royal Giant Battle Ram X-Bow

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 Royal Giant Battle Ram X-Bow Lava Hound

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
Royal Giant Battle Ram Night Witch Lava Hound
Giant Snowball
Fire Spirit Tombstone Battle Ram Night Witch Lava Hound
Zap
Fire Spirit Royal Giant Tombstone Battle Ram X-Bow Night Witch Lava Hound
Barbarian Barrel
Fire Spirit Tombstone Battle Ram X-Bow Ice Wizard Night Witch
The Log
Fire Spirit Royal Giant Tombstone Battle Ram X-Bow
Earthquake
Tombstone X-Bow
Arrows
Fire Spirit Tombstone Night Witch Lava Hound
Royal Delivery
Fire Spirit Battle Ram Ice Wizard Night Witch Lava Hound
Fireball
Tombstone Battle Ram X-Bow Ice Wizard Night Witch Lava Hound
Poison
Tombstone X-Bow Ice Wizard Night Witch Lava Hound
Lightning
Tombstone Battle Ram X-Bow Ice Wizard Night Witch
Rocket
X-Bow Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Wizard

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 Tombstone Battle Ram Ice Wizard Night Witch

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.

Royal Giant

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 Ice Wizard Lava Hound

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.

Fire Spirit Tombstone Ice Wizard Battle Ram Night Witch Royal Giant X-Bow Lava Hound

Shortest cycle

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

11 Fire Spirit Tombstone Ice Wizard Battle Ram

Attack Synergies 2 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
Royal Giant Battle Ram X-Bow
Royal Giant
Fire Spirit Ice Wizard Night Witch
Tombstone
Battle Ram
Fire Spirit Lava Hound
X-Bow
Fire Spirit Ice Wizard
Ice Wizard
Royal Giant X-Bow
Night Witch
Royal Giant Lava Hound
Lava Hound
Battle Ram Night Witch

Defense Synergies 0 5

Fire Spirit
Royal Giant
Tombstone
X-Bow Ice Wizard Night Witch
Battle Ram
X-Bow
Tombstone Ice Wizard
Ice Wizard
Tombstone X-Bow Night Witch
Night Witch
Tombstone Ice Wizard
Lava Hound

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.

Tombstone X-Bow
Tombstone X-Bow Ice Wizard Night Witch
Fire Spirit Tombstone Ice Wizard Night Witch
Night Witch Tombstone Ice Wizard
Tombstone X-Bow
Fire Spirit X-Bow Ice Wizard Night Witch
Fire Spirit Tombstone X-Bow Ice Wizard Night Witch
X-Bow
Tombstone X-Bow Ice Wizard Night Witch
Fire Spirit Ice Wizard Night Witch
Ice Wizard Tombstone X-Bow Night Witch
Ice Wizard Night Witch
Tombstone Night Witch Fire Spirit X-Bow Ice Wizard
Fire Spirit Tombstone X-Bow Night Witch
Tombstone X-Bow
X-Bow
Tombstone X-Bow Night Witch
Fire Spirit Tombstone X-Bow Ice Wizard Night Witch
Fire Spirit Tombstone Ice Wizard
Fire Spirit Night Witch

Counters to secondary win conditions

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

Tombstone X-Bow
X-Bow
Tombstone
X-Bow Night Witch
Tombstone Night Witch
Fire Spirit Ice Wizard
Tombstone Ice Wizard Night Witch
Tombstone X-Bow
Tombstone
Tombstone
Tombstone Night Witch
Tombstone X-Bow Night Witch
Ice Wizard
Tombstone Ice 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.)

X-Bow
X-Bow Ice Wizard
X-Bow
Fire Spirit
Fire Spirit Ice Wizard
Fire Spirit
X-Bow Fire Spirit Ice Wizard
X-Bow
Fire Spirit X-Bow Night Witch
X-Bow
Fire Spirit
Fire Spirit
X-Bow
X-Bow
X-Bow
X-Bow
Night Witch
Fire Spirit X-Bow
Fire Spirit X-Bow
X-Bow Night Witch
X-Bow
X-Bow
Fire Spirit Ice Wizard
X-Bow Ice Wizard
X-Bow
X-Bow
Fire Spirit X-Bow Ice Wizard Night Witch
Night Witch
X-Bow Night Witch
Fire Spirit Tombstone X-Bow Night Witch
Fire Spirit Ice Wizard
X-Bow

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