My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 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.

Electro Wizard Inferno Dragon

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 Electro Giant Electro Wizard Inferno Dragon Sparky

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Zap Arrows

Punishments

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

Electro Giant

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.

Goblins Knight Electro Giant

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.

Electro Wizard

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
Inferno Dragon Sparky
Giant Snowball
Goblins Inferno Dragon
Zap
Goblins Inferno Dragon Sparky
Barbarian Barrel
Goblins Knight Electro Wizard Sparky
The Log
Goblins Sparky
Earthquake
Arrows
Goblins
Royal Delivery
Goblins Knight Electro Wizard Inferno Dragon Sparky
Fireball
Electro Wizard Inferno Dragon Sparky
Poison
Electro Wizard Sparky
Lightning
Knight Electro Wizard Inferno Dragon Sparky
Rocket
Inferno Dragon Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Electro Giant Sparky

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.

Arrows Knight Electro Giant Inferno Dragon Sparky

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.

Goblins Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap Arrows Knight Electro Wizard Inferno Dragon Sparky Electro Giant

Shortest cycle

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

10 Goblins Zap Arrows Knight

Attack Synergies 4 8

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.

Goblins
Zap
Zap
Arrows Electro Wizard Sparky Goblins Knight
Arrows
Zap Sparky Knight
Knight
Zap Arrows Electro Wizard Sparky
Electro Giant
Inferno Dragon Sparky
Electro Wizard
Zap Knight Sparky
Inferno Dragon
Electro Giant
Sparky
Zap Arrows Knight Electro Giant Electro Wizard

Defense Synergies 2 12

Goblins
Zap Knight Electro Wizard
Zap
Electro Wizard Goblins Arrows Knight Inferno Dragon Sparky
Arrows
Zap Knight Sparky
Knight
Electro Wizard Goblins Zap Arrows Sparky
Electro Giant
Inferno Dragon
Electro Wizard
Zap Knight Goblins Inferno Dragon
Inferno Dragon
Zap Electro Giant Electro Wizard
Sparky
Zap Arrows Knight

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.

Zap Knight Electro Wizard Sparky
Inferno Dragon Sparky Goblins Zap Knight Electro Wizard
Sparky Goblins Knight Electro Wizard Inferno Dragon
Inferno Dragon Sparky Goblins Knight Electro Wizard
Arrows Sparky
Arrows Goblins Zap Electro Wizard
Electro Wizard Inferno Dragon Zap Arrows
Zap Arrows Electro Giant Electro Wizard Sparky
Inferno Dragon Sparky Goblins
Knight Goblins Electro Wizard Sparky
Goblins Electro Wizard Zap Arrows Knight Electro Giant
Arrows Inferno Dragon Zap Electro Wizard
Sparky Zap Knight Electro Wizard
Sparky Goblins Zap Arrows Electro Wizard
Inferno Dragon Sparky Knight Electro Wizard
Zap Electro Giant Electro Wizard Inferno Dragon Sparky
Sparky Goblins Arrows Knight Electro Wizard
Arrows Goblins Zap Knight Electro Wizard
Zap Arrows Knight Electro Wizard Inferno Dragon
Sparky Electro Wizard Inferno Dragon
Goblins Arrows Knight Electro Giant Electro Wizard Sparky
Inferno Dragon Sparky

Counters to secondary win conditions

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

Knight Goblins Zap Electro Giant Electro Wizard Sparky
Electro Wizard Zap Arrows Knight Inferno Dragon
Goblins Zap Knight Electro Wizard Sparky
Zap Knight Electro Wizard Sparky
Knight Inferno Dragon Sparky
Arrows Electro Giant Zap Electro Wizard
Sparky Goblins Knight Electro Wizard
Knight Inferno Dragon Sparky
Zap Electro Wizard Goblins Knight Inferno Dragon Sparky
Inferno Dragon Sparky
Inferno Dragon Knight Sparky
Zap Arrows Electro Giant Electro Wizard
Knight Sparky
Electro Giant Sparky
Electro Giant Electro Wizard Sparky Goblins Zap Knight Inferno Dragon
Arrows Zap Electro Giant Electro Wizard Inferno Dragon Sparky
Zap Arrows Electro 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.)

Arrows Knight Sparky
Arrows Zap Electro Wizard
Arrows Sparky
Arrows Knight Sparky
Zap Arrows Sparky
Arrows Electro Giant Zap
Arrows Sparky
Arrows Zap
Arrows Zap
Goblins Electro Wizard Sparky
Zap Arrows Knight Electro Wizard Sparky
Zap Arrows
Knight Sparky
Arrows
Zap Arrows Sparky
Zap Arrows Sparky
Arrows Sparky
Arrows Sparky
Sparky
Zap Arrows Electro Wizard Sparky
Zap Arrows Electro Giant
Sparky
Arrows
Sparky
Zap Arrows
Zap Arrows Electro Giant Sparky
Inferno Dragon
Arrows Zap Electro Wizard Sparky
Zap Arrows Sparky
Zap Arrows Sparky
Zap Arrows Electro Giant Electro Wizard Sparky
Zap Electro Wizard Electro Giant
Sparky
Zap Arrows Sparky
Zap Arrows Electro Wizard Sparky
Sparky
Arrows Sparky
Zap Electro Wizard
Zap Arrows Electro Wizard
Arrows
Knight Electro Wizard Sparky
Arrows Zap
Zap Arrows Electro Giant Sparky
Sparky
Zap Electro Giant Electro Wizard Sparky
Zap Electro Wizard
Zap Electro Giant Electro Wizard Sparky
Inferno Dragon Sparky
Sparky

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