My Best Clash Royale Deck

Deck Check Rating

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

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

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

Skeleton Dragons Rascals 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.

Knight Skeleton Dragons Rascals Dark Prince Golem Electro Wizard Skeleton King

Offensive cards

Win conditions

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

Golem

Damage spells

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

Void

Punishments

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

Dark Prince

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.

Knight Rascals Dark Prince Golem Skeleton King

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.

Dark Prince Golem 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
Dark Prince Skeleton King
Giant Snowball
Skeleton Dragons Skeleton King
Zap
Dark Prince Skeleton King
Barbarian Barrel
Knight Rascals Dark Prince Electro Wizard Skeleton King
The Log
Rascals Dark Prince Skeleton King
Earthquake
Skeleton King
Arrows
Skeleton Dragons Rascals Skeleton King
Royal Delivery
Knight Skeleton Dragons Rascals Dark Prince Electro Wizard Skeleton King
Fireball
Skeleton Dragons Rascals Electro Wizard Skeleton King
Poison
Skeleton Dragons Rascals Electro Wizard Skeleton King
Lightning
Knight Skeleton Dragons Dark Prince Electro Wizard Skeleton King
Rocket
Rascals Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Skeleton Dragons

Against ground swarms

Spells and units that can counter ground swarms.

Skeleton Dragons Dark Prince Skeleton King

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.

Knight Dark Prince Golem

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Void Skeleton Dragons Dark Prince Electro Wizard Skeleton King Rascals Golem

Shortest cycle

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

14 Knight Void Skeleton Dragons Dark Prince

Attack Synergies 2 9

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.

Knight
Skeleton Dragons Electro Wizard
Skeleton Dragons
Knight Golem Rascals Dark Prince
Rascals
Skeleton Dragons Dark Prince Electro Wizard
Void
Dark Prince
Skeleton Dragons Rascals Golem Electro Wizard
Golem
Skeleton Dragons Dark Prince Electro Wizard Skeleton King
Electro Wizard
Knight Rascals Dark Prince Golem
Skeleton King
Golem

Defense Synergies 2 3

Knight
Skeleton Dragons Electro Wizard
Skeleton Dragons
Knight Dark Prince Electro Wizard
Rascals
Void
Dark Prince
Skeleton Dragons Electro Wizard
Golem
Electro Wizard
Knight Skeleton Dragons Dark Prince
Skeleton King

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.

Knight Skeleton Dragons Void Electro Wizard
Knight Skeleton Dragons Rascals Dark Prince Electro Wizard
Knight Skeleton Dragons Rascals Void Dark Prince Electro Wizard
Knight Skeleton Dragons Rascals Dark Prince Electro Wizard Skeleton King
Dark Prince
Skeleton Dragons Rascals Dark Prince Electro Wizard
Skeleton Dragons Electro Wizard Rascals Void
Skeleton Dragons Rascals Void Electro Wizard
Rascals Skeleton King
Knight Rascals Dark Prince Electro Wizard
Skeleton Dragons Electro Wizard Knight Rascals Dark Prince Skeleton King
Skeleton Dragons Rascals Electro Wizard
Knight Skeleton Dragons Rascals Dark Prince Electro Wizard
Skeleton Dragons Rascals Dark Prince Electro Wizard Skeleton King
Knight Rascals Electro Wizard Skeleton King
Rascals Electro Wizard
Knight Skeleton Dragons Rascals Dark Prince Electro Wizard
Knight Skeleton Dragons Rascals Dark Prince Electro Wizard
Knight Skeleton Dragons Rascals Dark Prince Electro Wizard
Electro Wizard
Skeleton Dragons Rascals Dark Prince Knight Electro Wizard

Counters to secondary win conditions

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

Knight Rascals Void Dark Prince Electro Wizard
Void Electro Wizard Knight Skeleton Dragons
Knight Rascals Dark Prince Electro Wizard
Dark Prince Knight Rascals Electro Wizard
Knight Rascals Dark Prince
Skeleton Dragons Rascals Electro Wizard
Rascals Dark Prince Knight Void Electro Wizard
Knight Rascals Dark Prince
Void Electro Wizard Knight Skeleton Dragons Dark Prince
Skeleton Dragons
Knight Rascals Dark Prince
Void Dark Prince Electro Wizard
Rascals Dark Prince Knight Skeleton King
Skeleton Dragons Rascals
Rascals Electro Wizard Knight Skeleton Dragons Dark Prince Skeleton King
Skeleton Dragons Rascals Dark Prince Electro Wizard Skeleton King
Void 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.)

Void Knight Skeleton Dragons Rascals
Void Skeleton Dragons Electro Wizard
Skeleton Dragons Void
Knight Skeleton Dragons Rascals Void Dark Prince
Skeleton Dragons Dark Prince
Skeleton Dragons
Skeleton Dragons
Skeleton Dragons
Void Skeleton Dragons
Void Electro Wizard
Void Knight Skeleton Dragons Dark Prince Electro Wizard
Void Skeleton Dragons
Knight Skeleton Dragons Void
Skeleton Dragons Void
Skeleton Dragons
Skeleton Dragons
Skeleton Dragons
Skeleton Dragons
Void Skeleton Dragons Dark Prince Electro Wizard
Skeleton Dragons Void
Skeleton Dragons Void
Skeleton Dragons Void
Void
Skeleton Dragons Void
Skeleton Dragons Dark Prince
Void Skeleton Dragons Electro Wizard
Void Skeleton Dragons
Void Skeleton Dragons
Skeleton Dragons Void Electro Wizard
Electro Wizard Skeleton Dragons Void
Void
Void Skeleton Dragons
Void Skeleton Dragons Electro Wizard
Electro Wizard Void Dark Prince
Skeleton Dragons Electro Wizard
Void Knight Skeleton Dragons Rascals Dark Prince Electro Wizard
Skeleton Dragons Skeleton King
Void
Skeleton Dragons Dark Prince
Skeleton Dragons Rascals Electro Wizard Skeleton King
Skeleton Dragons Void Electro Wizard
Void Dark Prince Electro Wizard
Skeleton Dragons Void
Void

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