My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Executioner Electro Wizard

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 Knight Giant Executioner Electro Wizard Sparky

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Tornado

Punishments

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

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.

Ice Spirit Knight 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
Giant Sparky
Giant Snowball
Zap
Sparky
Barbarian Barrel
Ice Spirit Knight Executioner Electro Wizard Sparky
The Log
Ice Spirit Sparky
Earthquake
Arrows
Ice Spirit
Royal Delivery
Ice Spirit Knight Executioner Electro Wizard Sparky
Fireball
Executioner Electro Wizard Sparky
Poison
Executioner Electro Wizard Sparky
Lightning
Knight Executioner Electro Wizard Sparky
Rocket
Executioner Sparky

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Tornado Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Tornado Executioner Sparky

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 Knight Tornado Executioner 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.

Ice Spirit 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.

Ice Spirit Zap Knight Tornado Electro Wizard Giant Executioner Sparky

Shortest cycle

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

9 Ice Spirit Zap Knight Tornado

Attack Synergies 11 10

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 Knight Sparky Giant Executioner
Zap
Ice Spirit Giant Tornado Electro Wizard Sparky Knight Executioner
Knight
Ice Spirit Executioner Zap Electro Wizard Sparky
Giant
Zap Sparky Ice Spirit Tornado Executioner Electro Wizard
Tornado
Zap Executioner Sparky Giant
Executioner
Knight Tornado Ice Spirit Zap Giant
Electro Wizard
Zap Knight Giant Sparky
Sparky
Ice Spirit Zap Giant Tornado Knight Electro Wizard

Defense Synergies 7 12

Ice Spirit
Zap Sparky Knight Tornado Executioner Electro Wizard
Zap
Ice Spirit Electro Wizard Knight Tornado Executioner Sparky
Knight
Executioner Electro Wizard Ice Spirit Zap Tornado Sparky
Giant
Tornado
Executioner Sparky Ice Spirit Zap Knight Electro Wizard Sparky
Executioner
Knight Tornado Ice Spirit Zap
Electro Wizard
Zap Knight Ice Spirit Tornado
Sparky
Ice Spirit Tornado Zap Knight 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.

Zap Knight Executioner Electro Wizard Sparky
Sparky Ice Spirit Zap Knight Executioner Electro Wizard
Tornado Sparky Knight Executioner Electro Wizard
Sparky Knight Electro Wizard
Tornado Sparky
Tornado Zap Executioner Electro Wizard
Tornado Electro Wizard Ice Spirit Zap Executioner
Zap Electro Wizard Sparky
Sparky Tornado
Knight Tornado Ice Spirit Electro Wizard Sparky
Executioner Electro Wizard Zap Knight Tornado
Executioner Zap Tornado Electro Wizard
Sparky Ice Spirit Zap Knight Electro Wizard
Executioner Sparky Ice Spirit Zap Tornado Electro Wizard
Sparky Knight Electro Wizard
Tornado Ice Spirit Zap Electro Wizard Sparky
Sparky Knight Tornado Executioner Electro Wizard
Ice Spirit Zap Knight Tornado Executioner Electro Wizard
Zap Tornado Executioner Ice Spirit Knight Electro Wizard
Sparky Tornado Electro Wizard
Knight Executioner Electro Wizard Sparky
Sparky

Counters to secondary win conditions

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

Knight Zap Electro Wizard Sparky
Electro Wizard Zap Knight Executioner
Ice Spirit Zap Knight Electro Wizard Sparky
Zap Knight Tornado Electro Wizard Sparky
Knight Executioner Sparky
Executioner Ice Spirit Zap Tornado Electro Wizard
Sparky Knight Electro Wizard
Knight Sparky
Zap Electro Wizard Ice Spirit Knight Tornado Sparky
Sparky
Knight Sparky
Zap Tornado Electro Wizard
Knight Executioner Sparky
Executioner Sparky
Electro Wizard Sparky Ice Spirit Zap Knight Tornado Executioner
Executioner Zap Electro Wizard Sparky
Zap 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.)

Knight Sparky
Zap Tornado Executioner Electro Wizard
Sparky
Knight Sparky
Executioner Zap Sparky
Executioner Ice Spirit Zap Tornado
Tornado Executioner Sparky
Ice Spirit Zap Tornado Executioner
Zap Tornado
Tornado Electro Wizard Sparky
Zap Knight Tornado Electro Wizard Sparky
Zap Tornado Executioner
Knight Executioner Sparky
Zap Sparky
Zap Executioner Sparky
Executioner Sparky
Tornado Sparky
Sparky
Zap Executioner Electro Wizard Sparky
Zap Tornado
Sparky
Tornado
Tornado Sparky
Zap
Zap Tornado Ice Spirit Executioner Sparky
Zap Tornado Executioner Electro Wizard Sparky
Zap Tornado Sparky
Zap Tornado Sparky
Zap Tornado Executioner Electro Wizard Sparky
Zap Electro Wizard Ice Spirit
Sparky
Zap Sparky
Zap Ice Spirit Electro Wizard Sparky
Sparky
Sparky
Zap Electro Wizard Ice Spirit
Zap Tornado Executioner Electro Wizard
Knight Executioner Electro Wizard Sparky
Zap Executioner
Zap Tornado Sparky
Executioner Sparky
Zap Ice Spirit Tornado Electro Wizard Sparky
Zap Tornado Executioner Electro Wizard
Zap Tornado Executioner Electro Wizard Sparky
Sparky
Sparky

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