My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
Great!

1 problems Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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.

Archers Goblin Gang 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 Archers Valkyrie Giant Skeleton Little Prince

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Fireball

Punishments

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

Goblin Gang

Pump responses

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

Fireball

Dropped at the bridge

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

Ice Spirit Goblin Gang Valkyrie Giant Skeleton

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.

Valkyrie Giant Skeleton

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
Archers Goblin Gang Giant Skeleton
Giant Snowball
Archers Goblin Gang Little Prince
Zap
Archers Goblin Gang Little Prince
Barbarian Barrel
Ice Spirit Archers Goblin Gang Valkyrie Giant Skeleton Little Prince
The Log
Ice Spirit Archers Goblin Gang Giant Skeleton Little Prince
Earthquake
Archers Goblin Gang
Arrows
Ice Spirit Archers Goblin Gang Little Prince
Royal Delivery
Ice Spirit Archers Goblin Gang Valkyrie Giant Skeleton Little Prince
Fireball
Archers Goblin Gang Little Prince
Poison
Archers Goblin Gang Little Prince
Lightning
Valkyrie Little Prince
Rocket
Valkyrie Little Prince

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Fireball Valkyrie

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 Valkyrie Giant Skeleton

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.

Fireball

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 Goblin Gang Fireball

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Zap Archers Goblin Gang Little Prince Fireball Valkyrie Giant Skeleton

Shortest cycle

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

9 Ice Spirit Zap Archers Goblin Gang

Attack Synergies 4 12

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
Zap Valkyrie Archers Giant Skeleton
Zap
Ice Spirit Fireball Archers Valkyrie Giant Skeleton Little Prince
Archers
Valkyrie Ice Spirit Zap Giant Skeleton
Goblin Gang
Valkyrie Giant Skeleton
Fireball
Zap Little Prince
Valkyrie
Ice Spirit Archers Zap Goblin Gang Giant Skeleton Little Prince
Giant Skeleton
Ice Spirit Zap Archers Goblin Gang Valkyrie
Little Prince
Zap Fireball Valkyrie

Defense Synergies 4 18

Ice Spirit
Zap Goblin Gang Archers Fireball Valkyrie Giant Skeleton Little Prince
Zap
Ice Spirit Fireball Archers Goblin Gang Valkyrie Giant Skeleton Little Prince
Archers
Valkyrie Ice Spirit Zap Goblin Gang Giant Skeleton
Goblin Gang
Ice Spirit Zap Archers Valkyrie Giant Skeleton
Fireball
Zap Ice Spirit Valkyrie Little Prince
Valkyrie
Archers Ice Spirit Zap Goblin Gang Fireball Little Prince
Giant Skeleton
Ice Spirit Zap Archers Goblin Gang Little Prince
Little Prince
Ice Spirit Zap Fireball Valkyrie Giant Skeleton

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 Fireball Valkyrie
Ice Spirit Zap Goblin Gang Valkyrie
Goblin Gang Archers Valkyrie Giant Skeleton
Goblin Gang Valkyrie
Fireball Valkyrie Giant Skeleton
Goblin Gang Fireball Zap Archers Valkyrie
Ice Spirit Zap Archers Goblin Gang Fireball Little Prince
Zap Fireball Valkyrie Giant Skeleton
Goblin Gang
Goblin Gang Ice Spirit Archers Valkyrie Giant Skeleton Little Prince
Archers Goblin Gang Valkyrie Zap Fireball Giant Skeleton
Zap Archers Goblin Gang Fireball
Ice Spirit Zap Goblin Gang Fireball Valkyrie Giant Skeleton
Fireball Valkyrie Ice Spirit Zap Goblin Gang
Goblin Gang
Ice Spirit Zap Goblin Gang Fireball
Goblin Gang Fireball Valkyrie
Ice Spirit Fireball Zap Archers Goblin Gang Valkyrie Little Prince
Zap Valkyrie Ice Spirit Archers Fireball Giant Skeleton Little Prince
Goblin Gang Valkyrie Archers Fireball Giant Skeleton Little Prince

Counters to secondary win conditions

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

Goblin Gang Valkyrie Zap Archers Fireball Giant Skeleton
Fireball Zap Archers Goblin Gang Valkyrie
Goblin Gang Giant Skeleton Ice Spirit Zap Valkyrie
Goblin Gang Valkyrie Giant Skeleton Zap Fireball
Giant Skeleton Goblin Gang Valkyrie
Fireball Ice Spirit Zap Archers Goblin Gang
Goblin Gang Archers Fireball Valkyrie Giant Skeleton
Giant Skeleton Valkyrie
Zap Giant Skeleton Ice Spirit Fireball Valkyrie
Goblin Gang
Valkyrie Giant Skeleton
Zap Fireball Valkyrie Giant Skeleton
Giant Skeleton Goblin Gang Fireball Valkyrie
Archers Fireball Valkyrie
Goblin Gang Ice Spirit Zap Archers Fireball Valkyrie Giant Skeleton Little Prince
Valkyrie Zap Archers Fireball Giant Skeleton
Fireball

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.)

Fireball Valkyrie Giant Skeleton
Fireball Zap
Fireball Giant Skeleton
Fireball Valkyrie Giant Skeleton
Fireball Zap Valkyrie
Fireball Ice Spirit Zap
Archers
Fireball Ice Spirit Zap
Fireball Zap
Goblin Gang Fireball
Zap Fireball Valkyrie
Fireball Zap Archers
Fireball
Fireball
Zap Fireball
Zap Fireball
Fireball
Fireball
Zap Archers Fireball
Zap Fireball Valkyrie Little Prince
Fireball Giant Skeleton
Fireball
Zap Fireball
Zap Ice Spirit Fireball Valkyrie Little Prince
Fireball Zap
Fireball Zap
Fireball Zap
Zap Archers Fireball Little Prince
Zap Ice Spirit Fireball
Fireball
Zap Fireball
Zap Ice Spirit Fireball
Giant Skeleton
Fireball
Zap Ice Spirit Archers Goblin Gang Fireball
Fireball Zap Archers
Fireball
Fireball Goblin Gang Valkyrie
Zap Fireball
Zap Fireball Giant Skeleton
Zap Ice Spirit Goblin Gang Fireball Giant Skeleton
Zap Fireball
Zap Fireball Giant Skeleton Little Prince

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