My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

Advanced stuff

Defensive cards

Anti-air

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

Baby Dragon 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.

Bomber Battle Ram Baby Dragon Giant Skeleton Fisherman Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Freeze

Punishments

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

Battle Ram

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.

Battle Ram Baby Dragon 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.

Giant Skeleton 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
Bomber Battle Ram Giant Skeleton Fisherman
Giant Snowball
Bomber Battle Ram Baby Dragon Fisherman
Zap
Bomber Battle Ram Fisherman
Barbarian Barrel
Bomber Battle Ram Giant Skeleton Electro Wizard
The Log
Bomber Battle Ram Giant Skeleton Fisherman
Earthquake
Bomber
Arrows
Bomber
Royal Delivery
Bomber Battle Ram Baby Dragon Giant Skeleton Fisherman Electro Wizard
Fireball
Bomber Battle Ram Baby Dragon Fisherman Electro Wizard
Poison
Bomber Fisherman Electro Wizard
Lightning
Battle Ram Baby Dragon Fisherman Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Baby Dragon Freeze

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.

Battle Ram Baby Dragon Freeze Giant Skeleton

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Fisherman Battle Ram Baby Dragon Freeze Electro Wizard Giant Skeleton

Shortest cycle

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

11 Bomber Zap Fisherman Battle Ram

Attack Synergies 2 16

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.

Bomber
Zap Battle Ram Baby Dragon Giant Skeleton
Zap
Battle Ram Electro Wizard Bomber Baby Dragon Freeze Giant Skeleton Fisherman
Battle Ram
Zap Bomber Baby Dragon Freeze Electro Wizard
Baby Dragon
Bomber Zap Battle Ram Giant Skeleton Fisherman Electro Wizard
Freeze
Zap Battle Ram
Giant Skeleton
Bomber Zap Baby Dragon Fisherman Electro Wizard
Fisherman
Zap Baby Dragon Giant Skeleton
Electro Wizard
Zap Battle Ram Baby Dragon Giant Skeleton

Defense Synergies 1 9

Bomber
Zap Fisherman Electro Wizard
Zap
Electro Wizard Bomber Baby Dragon Giant Skeleton Fisherman
Battle Ram
Baby Dragon
Zap Giant Skeleton
Freeze
Electro Wizard
Giant Skeleton
Zap Baby Dragon Electro Wizard
Fisherman
Bomber Zap
Electro Wizard
Zap Bomber Freeze 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.

Bomber Zap Baby Dragon Electro Wizard
Zap Fisherman Electro Wizard
Fisherman Bomber Freeze Giant Skeleton Electro Wizard
Fisherman Electro Wizard
Bomber Giant Skeleton
Freeze Bomber Zap Baby Dragon Electro Wizard
Electro Wizard Zap Baby Dragon Freeze
Zap Baby Dragon Giant Skeleton Electro Wizard
Fisherman
Bomber Giant Skeleton Fisherman Electro Wizard
Electro Wizard Bomber Zap Baby Dragon Freeze Giant Skeleton Fisherman
Zap Baby Dragon Electro Wizard
Bomber Zap Freeze Giant Skeleton Electro Wizard
Bomber Zap Baby Dragon Freeze Electro Wizard
Electro Wizard
Zap Freeze Fisherman Electro Wizard
Bomber Fisherman Electro Wizard
Bomber Zap Baby Dragon Fisherman Electro Wizard
Zap Baby Dragon Freeze Bomber Giant Skeleton Fisherman Electro Wizard
Fisherman Electro Wizard
Bomber Baby Dragon Giant Skeleton Fisherman Electro Wizard

Counters to secondary win conditions

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

Zap Giant Skeleton Fisherman Electro Wizard
Electro Wizard Bomber Zap Baby Dragon Fisherman
Giant Skeleton Zap Fisherman Electro Wizard
Giant Skeleton Zap Fisherman Electro Wizard
Giant Skeleton Fisherman
Zap Baby Dragon Freeze Electro Wizard
Giant Skeleton Electro Wizard
Giant Skeleton Fisherman
Zap Freeze Giant Skeleton Electro Wizard Baby Dragon
Giant Skeleton
Zap Giant Skeleton Electro Wizard
Giant Skeleton
Bomber Baby Dragon
Electro Wizard Bomber Zap Baby Dragon Freeze Giant Skeleton Fisherman
Bomber Zap Baby Dragon Freeze Giant Skeleton Electro Wizard
Bomber 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.)

Baby Dragon Freeze Giant Skeleton
Zap Baby Dragon Fisherman Electro Wizard
Baby Dragon Giant Skeleton
Freeze Giant Skeleton
Bomber Zap Baby Dragon
Zap Baby Dragon Freeze
Bomber Baby Dragon
Zap Baby Dragon Freeze
Zap Fisherman
Fisherman Electro Wizard
Zap Fisherman Electro Wizard
Zap Baby Dragon
Baby Dragon Fisherman
Baby Dragon Freeze Fisherman
Zap Baby Dragon Fisherman
Bomber Zap Baby Dragon
Baby Dragon
Freeze
Bomber Fisherman
Bomber Zap Baby Dragon Fisherman Electro Wizard
Bomber Zap Baby Dragon
Baby Dragon Giant Skeleton
Fisherman
Zap Baby Dragon
Zap Freeze Bomber Baby Dragon
Fisherman
Zap Baby Dragon Fisherman Electro Wizard
Zap Baby Dragon Fisherman
Zap Baby Dragon Fisherman
Zap Baby Dragon Electro Wizard
Zap Electro Wizard Freeze
Bomber Zap
Zap Freeze Electro Wizard
Giant Skeleton
Zap Electro Wizard Freeze
Zap Baby Dragon Electro Wizard
Freeze
Baby Dragon Electro Wizard
Bomber Zap Baby Dragon
Zap Giant Skeleton
Zap Baby Dragon Freeze Giant Skeleton Electro Wizard
Zap Electro Wizard
Zap Baby Dragon Freeze Giant Skeleton Electro Wizard

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