My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Witch

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 Elixir Golem Witch Sparky Mega Knight

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Goblin Curse Rage Void

Punishments

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

Elixir Golem Mega Knight

Pump responses

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

Void

Dropped at the bridge

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

Elixir Golem Mega Knight

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

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 Goblin Curse Sparky
Giant Snowball
Goblin Curse Witch
Zap
Firecracker Goblin Curse Witch Sparky
Barbarian Barrel
Firecracker Elixir Golem Goblin Curse Witch Sparky
The Log
Firecracker Elixir Golem Goblin Curse Witch Sparky
Earthquake
Firecracker Elixir Golem Witch
Arrows
Firecracker Goblin Curse Witch
Royal Delivery
Firecracker Elixir Golem Witch Sparky
Fireball
Firecracker Elixir Golem Witch Sparky
Poison
Firecracker Elixir Golem Goblin Curse Witch Sparky
Lightning
Witch Sparky
Rocket
Witch Sparky

Against air swarms

Spells and units that can counter air swarms.

Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Sparky Mega Knight

Ladder info

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 Goblin Curse Rage Sparky Mega Knight

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.

Witch

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Curse Rage Firecracker Elixir Golem Void Witch Sparky Mega Knight

Shortest cycle

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

10 Goblin Curse Rage Firecracker Elixir Golem

Attack Synergies 4 5

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 Sparky Mega Knight
Elixir Golem
Firecracker Rage Witch Sparky
Goblin Curse
Rage
Elixir Golem Witch Sparky
Void
Witch
Rage Elixir Golem Mega Knight
Sparky
Rage Firecracker Elixir Golem
Mega Knight
Firecracker Witch

Defense Synergies 0 2

Firecracker
Mega Knight
Elixir Golem
Goblin Curse
Rage
Void
Witch
Mega Knight
Sparky
Mega Knight
Firecracker Witch

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 Void Sparky
Sparky Firecracker Goblin Curse Witch Mega Knight
Witch Sparky Mega Knight Goblin Curse Void
Witch Sparky Firecracker Goblin Curse Mega Knight
Firecracker Sparky Mega Knight
Firecracker Mega Knight
Firecracker Goblin Curse Void Witch
Void Sparky Mega Knight
Witch Sparky Goblin Curse
Firecracker Sparky Mega Knight
Goblin Curse Witch Firecracker Mega Knight
Firecracker Goblin Curse Witch
Sparky Mega Knight Goblin Curse Witch
Sparky Mega Knight Firecracker Goblin Curse Witch
Sparky Goblin Curse Mega Knight
Goblin Curse Sparky Mega Knight
Sparky Mega Knight Firecracker Witch
Mega Knight Firecracker Witch
Witch Firecracker Goblin Curse Mega Knight
Sparky Goblin Curse
Mega Knight Firecracker Goblin Curse Witch Sparky
Sparky

Counters to secondary win conditions

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

Mega Knight Void Witch Sparky
Void Firecracker Mega Knight
Mega Knight Witch Sparky
Mega Knight Sparky
Goblin Curse Witch Sparky Mega Knight
Firecracker Goblin Curse Witch
Sparky Void Witch
Mega Knight Goblin Curse Sparky
Void Mega Knight Firecracker Witch Sparky
Witch Goblin Curse Sparky
Mega Knight Witch Sparky
Mega Knight Void
Mega Knight Goblin Curse Witch Sparky
Firecracker Goblin Curse Witch Sparky Mega Knight
Witch Sparky Firecracker
Mega Knight Firecracker Goblin Curse Witch Sparky
Void

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.)

Void Firecracker Sparky
Firecracker Void Goblin Curse
Void Sparky
Firecracker Void Sparky
Firecracker Goblin Curse Sparky Mega Knight
Firecracker Goblin Curse Witch
Firecracker Witch Sparky
Firecracker Goblin Curse
Void Firecracker
Void Sparky
Firecracker Void Sparky
Void Firecracker Goblin Curse
Firecracker Void Sparky
Firecracker Void
Firecracker Sparky
Firecracker Witch Sparky
Firecracker Sparky Mega Knight
Sparky
Sparky
Void Firecracker Sparky Mega Knight
Firecracker Goblin Curse Void Witch Mega Knight
Void Sparky Mega Knight
Void
Void Sparky
Void
Firecracker Goblin Curse Witch Sparky Mega Knight
Witch
Firecracker Void Witch Sparky
Void Witch Sparky Mega Knight
Void Firecracker Goblin Curse Sparky
Firecracker Goblin Curse Void Witch Sparky
Firecracker Void Witch
Void Sparky
Void Sparky Mega Knight
Void Firecracker Sparky
Sparky Mega Knight
Firecracker Goblin Curse Sparky
Void Witch
Firecracker Goblin Curse Witch
Void Firecracker Sparky Mega Knight
Firecracker
Void Sparky
Firecracker Sparky Mega Knight
Firecracker Witch Sparky
Firecracker Void Witch
Void Firecracker Witch Sparky Mega Knight
Sparky
Firecracker Void Sparky Mega Knight
Void

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