My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Bats Archers Firecracker Tesla

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bats Archers Firecracker Tesla Valkyrie

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

Punishments

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

Elite Barbarians

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.

Elite Barbarians Valkyrie

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 Elite Barbarians Valkyrie

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
Skeletons Bats Archers Elite Barbarians
Giant Snowball
Skeletons Bats Archers
Zap
Skeletons Bats Archers Firecracker
Barbarian Barrel
Skeletons Archers Firecracker Tesla Elite Barbarians Valkyrie
The Log
Skeletons Archers Firecracker Elite Barbarians
Earthquake
Skeletons Archers Firecracker Tesla
Arrows
Skeletons Bats Archers Firecracker
Royal Delivery
Skeletons Bats Archers Firecracker Elite Barbarians Valkyrie
Fireball
Archers Firecracker Tesla Elite Barbarians
Poison
Bats Archers Firecracker
Lightning
Tesla Elite Barbarians Valkyrie
Rocket
Elite Barbarians Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Valkyrie

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.

Bats Valkyrie

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.

Elite Barbarians

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Zap Archers Firecracker Tesla Valkyrie Elite Barbarians

Shortest cycle

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

8 Skeletons Bats Zap Archers

Attack Synergies 5 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.

Skeletons
Bats
Valkyrie Zap Firecracker Elite Barbarians
Zap
Firecracker Elite Barbarians Bats Archers Valkyrie
Archers
Valkyrie Zap Elite Barbarians
Firecracker
Zap Bats Elite Barbarians Valkyrie
Tesla
Elite Barbarians
Zap Valkyrie Bats Archers Firecracker
Valkyrie
Bats Archers Elite Barbarians Zap Firecracker

Defense Synergies 4 18

Skeletons
Tesla Bats Zap Archers Firecracker Elite Barbarians
Bats
Skeletons Zap Firecracker Tesla Valkyrie
Zap
Skeletons Bats Archers Firecracker Tesla Elite Barbarians Valkyrie
Archers
Valkyrie Skeletons Zap Firecracker Tesla
Firecracker
Valkyrie Skeletons Bats Zap Archers Tesla
Tesla
Skeletons Bats Zap Archers Firecracker Valkyrie
Elite Barbarians
Valkyrie Skeletons Zap
Valkyrie
Archers Firecracker Elite Barbarians Bats Zap Tesla

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 Firecracker Tesla Valkyrie
Elite Barbarians Skeletons Bats Zap Firecracker Tesla Valkyrie
Tesla Skeletons Bats Archers Elite Barbarians Valkyrie
Tesla Elite Barbarians Skeletons Bats Firecracker Valkyrie
Firecracker Elite Barbarians Valkyrie
Skeletons Bats Zap Archers Firecracker Tesla Valkyrie
Bats Tesla Zap Archers Firecracker
Zap Tesla Valkyrie
Tesla Skeletons Elite Barbarians
Elite Barbarians Skeletons Archers Firecracker Tesla Valkyrie
Bats Archers Valkyrie Skeletons Zap Firecracker Tesla
Tesla Bats Zap Archers Firecracker
Tesla Skeletons Bats Zap Elite Barbarians Valkyrie
Valkyrie Bats Zap Firecracker Tesla
Elite Barbarians Tesla
Zap Tesla Elite Barbarians
Tesla Skeletons Bats Firecracker Elite Barbarians Valkyrie
Tesla Bats Zap Archers Firecracker Elite Barbarians Valkyrie
Zap Valkyrie Bats Archers Firecracker Tesla
Tesla Elite Barbarians
Valkyrie Bats Archers Firecracker Tesla Elite Barbarians

Counters to secondary win conditions

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

Valkyrie Skeletons Zap Archers Tesla Elite Barbarians
Zap Archers Firecracker Tesla Elite Barbarians Valkyrie
Skeletons Bats Zap Elite Barbarians Valkyrie
Valkyrie Bats Zap Tesla Elite Barbarians
Skeletons Tesla Elite Barbarians Valkyrie
Firecracker Skeletons Bats Zap Archers Tesla
Skeletons Bats Archers Tesla Elite Barbarians Valkyrie
Tesla Elite Barbarians Valkyrie
Zap Skeletons Bats Firecracker Elite Barbarians Valkyrie
Skeletons Tesla
Bats Tesla Elite Barbarians Valkyrie
Zap Elite Barbarians Valkyrie
Elite Barbarians Skeletons Tesla Valkyrie
Archers Firecracker Tesla Valkyrie
Tesla Elite Barbarians Skeletons Bats Zap Archers Firecracker Valkyrie
Bats Valkyrie Zap Archers Firecracker Tesla Elite Barbarians

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 Valkyrie
Firecracker Zap
Firecracker Valkyrie
Zap Firecracker Valkyrie
Firecracker Bats Zap
Archers Firecracker
Zap Firecracker
Zap Firecracker
Bats Elite Barbarians
Firecracker Zap Valkyrie
Zap Archers Firecracker
Firecracker Elite Barbarians
Firecracker
Zap Firecracker Elite Barbarians
Zap Firecracker
Firecracker
Bats
Zap Archers Firecracker
Zap Firecracker Valkyrie
Zap
Zap Firecracker Valkyrie
Firecracker Zap
Zap
Zap Firecracker
Elite Barbarians Bats Zap Archers Firecracker
Zap Bats Firecracker
Elite Barbarians
Zap
Zap Firecracker
Firecracker
Zap Bats Archers
Zap Archers Firecracker
Firecracker Valkyrie
Zap Firecracker
Zap
Firecracker Elite Barbarians
Zap Bats Firecracker Elite Barbarians
Firecracker Bats Zap
Zap Firecracker

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