My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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

Defensive buildings

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

Cannon

Investments

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

Skeletons Firecracker Mega Knight

Offensive cards

Win conditions

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

Wall Breakers Goblin Barrel

Damage spells

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

Zap Void

Punishments

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

Wall Breakers Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel Void

Dropped at the bridge

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

Wall Breakers 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 Goblin Barrel

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 Wall Breakers Goblin Barrel
Giant Snowball
Skeletons Cannon Wall Breakers Goblin Barrel
Zap
Skeletons Cannon Firecracker Wall Breakers Goblin Barrel
Barbarian Barrel
Skeletons Cannon Firecracker Wall Breakers Goblin Barrel
The Log
Skeletons Cannon Firecracker Wall Breakers Goblin Barrel
Earthquake
Skeletons Cannon Firecracker Goblin Barrel
Arrows
Skeletons Firecracker Wall Breakers Goblin Barrel
Royal Delivery
Skeletons Firecracker Wall Breakers Goblin Barrel
Fireball
Cannon Firecracker Wall Breakers Goblin Barrel
Poison
Cannon Firecracker
Lightning
Cannon
Rocket

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 Mega Knight

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.

Mega Knight

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.

Goblin Barrel

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.

Goblin Barrel

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.

Skeletons Zap Wall Breakers Cannon Firecracker Goblin Barrel Void Mega Knight

Shortest cycle

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

8 Skeletons Zap Wall Breakers Cannon

Attack Synergies 2 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.

Skeletons
Zap
Firecracker Void Wall Breakers Mega Knight
Cannon
Firecracker
Zap Wall Breakers Goblin Barrel Mega Knight
Wall Breakers
Zap Firecracker Mega Knight
Goblin Barrel
Firecracker Mega Knight
Void
Zap
Mega Knight
Zap Firecracker Wall Breakers Goblin Barrel

Defense Synergies 3 6

Skeletons
Cannon Zap Firecracker
Zap
Cannon Mega Knight Skeletons Firecracker Void
Cannon
Skeletons Zap Firecracker
Firecracker
Skeletons Zap Cannon Mega Knight
Wall Breakers
Goblin Barrel
Void
Zap
Mega Knight
Zap Firecracker

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 Cannon Firecracker Void
Skeletons Zap Cannon Firecracker Mega Knight
Cannon Mega Knight Skeletons Void
Cannon Skeletons Firecracker Mega Knight
Firecracker Mega Knight
Skeletons Zap Cannon Firecracker Mega Knight
Zap Cannon Firecracker Void
Zap Cannon Void Mega Knight
Cannon Skeletons
Skeletons Cannon Firecracker Mega Knight
Skeletons Zap Cannon Firecracker Mega Knight
Zap Firecracker
Cannon Mega Knight Skeletons Zap
Mega Knight Zap Cannon Firecracker
Cannon Mega Knight
Zap Cannon Mega Knight
Mega Knight Skeletons Cannon Firecracker
Cannon Mega Knight Zap Firecracker
Zap Cannon Firecracker Mega Knight
Cannon
Mega Knight Cannon Firecracker

Counters to secondary win conditions

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

Mega Knight Skeletons Zap Void
Void Zap Firecracker Mega Knight
Mega Knight Skeletons Zap
Mega Knight Zap
Skeletons Cannon Mega Knight
Firecracker Skeletons Zap
Skeletons Void
Mega Knight
Zap Void Mega Knight Skeletons Firecracker
Skeletons Cannon
Mega Knight
Mega Knight Zap Void
Mega Knight Skeletons Cannon
Cannon Firecracker Mega Knight
Skeletons Zap Firecracker
Mega Knight Zap Cannon Firecracker
Cannon Void

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 Firecracker
Firecracker Void Zap
Void
Firecracker Void
Zap Firecracker Mega Knight
Firecracker Zap
Firecracker
Zap Firecracker
Void Zap Firecracker
Void
Firecracker Void Zap
Void Zap Firecracker
Firecracker Void
Firecracker Void
Zap Firecracker
Zap Firecracker
Firecracker Mega Knight
Void Zap Firecracker Mega Knight
Zap Firecracker Mega Knight
Void Mega Knight
Void
Void
Zap Void
Zap Firecracker Mega Knight
Firecracker Void Zap
Void Zap Mega Knight
Void Zap Firecracker
Zap Firecracker
Zap Firecracker Void
Void
Void Zap Mega Knight
Zap Void Firecracker
Mega Knight
Firecracker
Zap Void
Zap Firecracker
Void Firecracker Mega Knight
Zap Firecracker
Void Zap
Firecracker Mega Knight
Zap Firecracker
Firecracker Zap Void
Void Zap Firecracker Mega Knight

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