My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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.

Firecracker Little Prince

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.

Ice Spirit Firecracker Electro Giant Sparky Mega Knight Little Prince

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.

Rage Tornado

Punishments

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

Electro Giant Mega Knight

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.

Ice Spirit Electro Giant 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
Sparky
Giant Snowball
Little Prince
Zap
Firecracker Sparky Little Prince
Barbarian Barrel
Ice Spirit Firecracker Sparky Little Prince
The Log
Ice Spirit Firecracker Sparky Little Prince
Earthquake
Firecracker
Arrows
Ice Spirit Firecracker Little Prince
Royal Delivery
Ice Spirit Firecracker Sparky Little Prince
Fireball
Firecracker Sparky Little Prince
Poison
Firecracker Sparky Little Prince
Lightning
Sparky Little Prince
Rocket
Sparky Little Prince

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Firecracker Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Firecracker Tornado Electro Giant Sparky Mega Knight

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.

Ice Spirit Rage Tornado Electro Giant 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.

Ice Spirit

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.

Ice Spirit Rage Firecracker Tornado Little Prince Sparky Electro Giant Mega Knight

Shortest cycle

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

9 Ice Spirit Rage Firecracker Tornado

Attack Synergies 4 7

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.

Ice Spirit
Sparky Firecracker Mega Knight
Firecracker
Ice Spirit Tornado Sparky Mega Knight
Rage
Sparky
Tornado
Electro Giant Sparky Firecracker Mega Knight
Electro Giant
Tornado Sparky
Sparky
Ice Spirit Rage Tornado Firecracker Electro Giant
Mega Knight
Ice Spirit Firecracker Tornado
Little Prince

Defense Synergies 2 10

Ice Spirit
Sparky Firecracker Tornado Mega Knight Little Prince
Firecracker
Ice Spirit Tornado Mega Knight
Rage
Tornado
Sparky Ice Spirit Firecracker Electro Giant Sparky Mega Knight Little Prince
Electro Giant
Tornado
Sparky
Ice Spirit Tornado Tornado
Mega Knight
Ice Spirit Firecracker Tornado
Little Prince
Ice Spirit Tornado

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 Sparky
Sparky Ice Spirit Firecracker Mega Knight
Tornado Sparky Mega Knight
Sparky Firecracker Mega Knight
Firecracker Tornado Sparky Mega Knight
Tornado Firecracker Mega Knight
Tornado Ice Spirit Firecracker Little Prince
Electro Giant Sparky Mega Knight
Sparky Tornado
Tornado Ice Spirit Firecracker Sparky Mega Knight Little Prince
Firecracker Tornado Electro Giant Mega Knight
Firecracker Tornado
Sparky Mega Knight Ice Spirit
Sparky Mega Knight Ice Spirit Firecracker Tornado
Sparky Mega Knight
Tornado Ice Spirit Electro Giant Sparky Mega Knight
Sparky Mega Knight Firecracker Tornado
Ice Spirit Mega Knight Firecracker Tornado Little Prince
Tornado Ice Spirit Firecracker Mega Knight Little Prince
Sparky Tornado
Mega Knight Firecracker Electro Giant Sparky Little Prince
Sparky

Counters to secondary win conditions

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

Mega Knight Electro Giant Sparky
Firecracker Mega Knight
Mega Knight Ice Spirit Sparky
Mega Knight Tornado Sparky
Sparky Mega Knight
Firecracker Electro Giant Ice Spirit Tornado
Sparky
Mega Knight Sparky
Mega Knight Ice Spirit Firecracker Tornado Sparky
Sparky
Mega Knight Sparky
Mega Knight Tornado Electro Giant
Mega Knight Sparky
Firecracker Electro Giant Sparky Mega Knight
Electro Giant Sparky Ice Spirit Firecracker Tornado Little Prince
Mega Knight Firecracker Electro Giant Sparky

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.)

Firecracker Sparky
Firecracker Tornado
Sparky
Firecracker Sparky
Firecracker Sparky Mega Knight
Firecracker Electro Giant Ice Spirit Tornado
Firecracker Tornado Sparky
Ice Spirit Firecracker Tornado
Firecracker Tornado
Tornado Sparky
Firecracker Tornado Sparky
Firecracker Tornado
Firecracker Sparky
Firecracker
Firecracker Sparky
Firecracker Sparky
Firecracker Sparky Mega Knight
Tornado Sparky
Sparky
Firecracker Sparky Mega Knight
Firecracker Tornado Electro Giant Mega Knight Little Prince
Sparky Mega Knight
Tornado
Tornado Sparky
Firecracker Tornado Electro Giant Ice Spirit Sparky Mega Knight Little Prince
Firecracker Tornado Sparky
Tornado Sparky Mega Knight
Firecracker Tornado Sparky
Firecracker Tornado Electro Giant Sparky Little Prince
Ice Spirit Firecracker Electro Giant
Sparky
Sparky Mega Knight
Ice Spirit Firecracker Sparky
Sparky Mega Knight
Firecracker Sparky
Ice Spirit
Firecracker Tornado
Firecracker Sparky Mega Knight
Firecracker
Tornado Electro Giant Sparky
Firecracker Sparky Mega Knight
Electro Giant Ice Spirit Firecracker Tornado Sparky
Firecracker Tornado
Firecracker Tornado Electro Giant Sparky Mega Knight Little Prince
Sparky
Firecracker Sparky Mega Knight

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