My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Firecracker Rascals Baby Dragon 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 Rascals Elixir Golem Baby Dragon Ram Rider

Offensive cards

Win conditions

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

Elixir Golem Ram Rider

Damage spells

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

Poison

Punishments

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

Elixir Golem Ram Rider

Pump responses

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

Poison

Dropped at the bridge

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

Barbarians Rascals Elixir Golem Baby Dragon 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
Elixir Golem Skeleton Army Ram Rider
Giant Snowball
Barbarians Skeleton Army Baby Dragon Ram Rider
Zap
Firecracker Skeleton Army Ram Rider
Barbarian Barrel
Firecracker Barbarians Rascals Elixir Golem Skeleton Army
The Log
Firecracker Barbarians Rascals Elixir Golem Skeleton Army Ram Rider
Earthquake
Firecracker Barbarians Elixir Golem Skeleton Army
Arrows
Firecracker Rascals Skeleton Army
Royal Delivery
Firecracker Barbarians Rascals Elixir Golem Skeleton Army Baby Dragon Ram Rider
Fireball
Firecracker Barbarians Rascals Elixir Golem Skeleton Army Baby Dragon Ram Rider
Poison
Firecracker Barbarians Rascals Elixir Golem Skeleton Army
Lightning
Baby Dragon Ram Rider
Rocket
Barbarians Rascals Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Firecracker Baby Dragon Poison

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Baby Dragon Poison

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.

Elixir Golem Skeleton Army Baby Dragon Poison

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.

Barbarians

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.

Firecracker Elixir Golem Skeleton Army Baby Dragon Poison Barbarians Rascals Ram Rider

Shortest cycle

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

13 Firecracker Elixir Golem Skeleton Army Baby Dragon

Attack Synergies 2 9

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.

Firecracker
Elixir Golem Rascals Baby Dragon Ram Rider
Barbarians
Rascals
Firecracker Baby Dragon Ram Rider
Elixir Golem
Firecracker Poison Baby Dragon
Skeleton Army
Baby Dragon
Firecracker Rascals Elixir Golem Poison Ram Rider
Poison
Elixir Golem Baby Dragon Ram Rider
Ram Rider
Firecracker Rascals Baby Dragon Poison

Defense Synergies 0 5

Firecracker
Rascals Skeleton Army Baby Dragon
Barbarians
Skeleton Army
Rascals
Firecracker Baby Dragon
Elixir Golem
Skeleton Army
Firecracker Barbarians
Baby Dragon
Firecracker Rascals
Poison
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.

Firecracker Baby Dragon Ram Rider
Barbarians Skeleton Army Firecracker Rascals Ram Rider
Barbarians Skeleton Army Ram Rider Rascals
Barbarians Skeleton Army Firecracker Rascals Ram Rider
Firecracker Barbarians Skeleton Army Poison
Skeleton Army Firecracker Rascals Baby Dragon
Ram Rider Firecracker Rascals Baby Dragon Poison
Barbarians Rascals Baby Dragon Poison Ram Rider
Barbarians Rascals Skeleton Army
Skeleton Army Firecracker Barbarians Rascals
Barbarians Skeleton Army Poison Firecracker Rascals Baby Dragon Ram Rider
Firecracker Rascals Baby Dragon Poison Ram Rider
Barbarians Skeleton Army Rascals Ram Rider
Skeleton Army Firecracker Barbarians Rascals Baby Dragon Poison
Barbarians Skeleton Army Rascals Ram Rider
Barbarians Skeleton Army Rascals Ram Rider
Barbarians Firecracker Rascals Skeleton Army Poison
Firecracker Barbarians Rascals Skeleton Army Baby Dragon Ram Rider
Baby Dragon Poison Firecracker Barbarians Rascals Ram Rider
Barbarians Ram Rider
Rascals Skeleton Army Firecracker Barbarians Baby Dragon Poison

Counters to secondary win conditions

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

Barbarians Rascals Skeleton Army
Poison Firecracker Baby Dragon
Barbarians Skeleton Army Rascals Ram Rider
Skeleton Army Barbarians Rascals Ram Rider
Barbarians Rascals Skeleton Army Ram Rider
Firecracker Poison Rascals Baby Dragon Ram Rider
Rascals Skeleton Army Barbarians Ram Rider
Barbarians Rascals Skeleton Army
Firecracker Barbarians Skeleton Army Baby Dragon Poison
Barbarians Skeleton Army
Barbarians Rascals
Skeleton Army Barbarians Poison
Barbarians Rascals Skeleton Army Ram Rider
Firecracker Barbarians Rascals Skeleton Army Baby Dragon
Barbarians Rascals Skeleton Army Firecracker Baby Dragon Poison
Poison Firecracker Barbarians Rascals Baby Dragon

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.)

Poison Firecracker Rascals Baby Dragon
Firecracker Poison Baby Dragon Ram Rider
Baby Dragon Poison
Firecracker Barbarians Rascals Poison
Poison Firecracker Baby Dragon
Firecracker Poison Baby Dragon Ram Rider
Firecracker Baby Dragon Poison
Poison Firecracker Baby Dragon Ram Rider
Poison Firecracker Ram Rider
Poison
Firecracker Poison Ram Rider
Poison Firecracker Baby Dragon
Poison Firecracker Baby Dragon
Firecracker Baby Dragon Poison
Firecracker Baby Dragon Poison
Firecracker Baby Dragon Poison
Firecracker Baby Dragon Poison
Poison
Firecracker Baby Dragon Poison
Firecracker Baby Dragon Poison
Baby Dragon Poison
Poison
Barbarians Baby Dragon Poison
Firecracker Poison Baby Dragon
Firecracker Poison Baby Dragon Ram Rider
Baby Dragon Poison Ram Rider
Poison Firecracker Baby Dragon
Poison Firecracker Baby Dragon
Firecracker Poison
Poison
Firecracker Poison
Firecracker Poison
Barbarians Skeleton Army
Poison Firecracker Baby Dragon Ram Rider
Poison Firecracker Rascals Baby Dragon
Firecracker Baby Dragon Poison
Poison
Firecracker
Firecracker Rascals Baby Dragon Poison
Firecracker Poison
Poison Firecracker Baby Dragon
Firecracker

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