My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Missing

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.

Prince Sparky Skeleton King

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap Fireball The Log

Punishments

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

Goblin Barrel Prince

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Prince 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.

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
Goblin Barrel Skeleton Army Prince Sparky Skeleton King
Giant Snowball
Goblin Barrel Skeleton Army Skeleton King
Zap
Goblin Barrel Skeleton Army Prince Sparky Skeleton King
Barbarian Barrel
Goblin Barrel Skeleton Army Sparky Skeleton King
The Log
Goblin Barrel Skeleton Army Prince Sparky Skeleton King
Earthquake
Goblin Barrel Skeleton Army Skeleton King
Arrows
Goblin Barrel Skeleton Army Skeleton King
Royal Delivery
Goblin Barrel Skeleton Army Prince Sparky Skeleton King
Fireball
Goblin Barrel Skeleton Army Sparky Skeleton King
Poison
Skeleton Army Sparky Skeleton King
Lightning
Prince Sparky Skeleton King
Rocket
Prince Sparky Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball The Log Sparky Skeleton King

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.

Skeleton Army Prince Sparky

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.

Fireball Goblin Barrel Skeleton Army

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.

Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Goblin Barrel Skeleton Army Fireball Skeleton King Prince Sparky

Shortest cycle

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

10 Zap The Log Goblin Barrel Skeleton Army

Attack Synergies 5 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.

Zap
Fireball Prince Sparky The Log
Fireball
Zap The Log Sparky Skeleton King
Goblin Barrel
Prince Skeleton Army Sparky Skeleton King
Skeleton Army
Skeleton King Goblin Barrel Sparky
Prince
Zap Goblin Barrel The Log
The Log
Zap Fireball Prince Sparky
Sparky
Zap Fireball Goblin Barrel Skeleton Army The Log
Skeleton King
Skeleton Army Fireball Goblin Barrel

Defense Synergies 3 9

Zap
Fireball Skeleton Army Prince The Log Sparky
Fireball
Zap The Log
Goblin Barrel
Skeleton Army
Zap Prince The Log Sparky Skeleton King
Prince
The Log Zap Skeleton Army
The Log
Fireball Prince Zap Skeleton Army Sparky
Sparky
Zap Skeleton Army The Log
Skeleton King
Skeleton Army

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 Fireball The Log Sparky
Skeleton Army Sparky Zap Prince The Log
Skeleton Army Prince Sparky
Skeleton Army Prince Sparky Skeleton King
Fireball Skeleton Army Prince The Log Sparky
Fireball Skeleton Army The Log Zap
Zap Fireball
Zap Fireball The Log Sparky
Sparky Skeleton Army Prince Skeleton King
Skeleton Army Prince Sparky
Skeleton Army Zap Fireball The Log Skeleton King
Zap Fireball
Skeleton Army Prince Sparky Zap Fireball The Log
Fireball Skeleton Army Sparky Zap Prince The Log Skeleton King
Skeleton Army Sparky Prince Skeleton King
Skeleton Army Zap Fireball Prince The Log Sparky
Sparky Fireball Skeleton Army Prince
Fireball Zap Skeleton Army Prince The Log
Zap The Log Fireball
Sparky Prince
Skeleton Army Fireball Prince The Log Sparky

Counters to secondary win conditions

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

Skeleton Army Zap Fireball Prince Sparky
Fireball Zap Prince The Log
Skeleton Army Zap Prince The Log Sparky
Skeleton Army Prince Zap Fireball The Log Sparky
Skeleton Army Prince Sparky
Fireball Zap
Skeleton Army Prince Sparky Fireball
Skeleton Army Prince Sparky
Zap Fireball Skeleton Army Prince The Log Sparky
Skeleton Army Sparky
Prince Sparky
Skeleton Army Zap Fireball Prince The Log
Skeleton Army Prince Fireball Sparky Skeleton King
Fireball Skeleton Army Sparky
Skeleton Army Sparky Zap Fireball Prince The Log Skeleton King
Zap Fireball The Log Sparky Skeleton King
Zap Fireball

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.)

Fireball The Log Sparky
Fireball Zap The Log
Fireball The Log Sparky
Fireball Prince The Log Sparky
Fireball Zap The Log Sparky
Fireball Zap
The Log Sparky
Fireball The Log Zap
Fireball The Log Zap
Fireball Prince Sparky
Zap Fireball Prince The Log Sparky
Fireball Zap
Fireball The Log Sparky
Fireball
Zap Fireball Prince The Log Sparky
Zap Fireball The Log Sparky
Fireball The Log Sparky
Fireball Sparky
Sparky
Zap Fireball Prince The Log Sparky
Zap Fireball The Log
Fireball Prince The Log Sparky
Fireball
Prince The Log Sparky
Zap Fireball The Log
Zap The Log Fireball Sparky
Fireball The Log Zap Sparky
Fireball Zap Prince The Log Sparky
Fireball Zap The Log Sparky
Zap Fireball Sparky
Zap Fireball
Fireball Sparky
Zap Fireball The Log Sparky
Zap Fireball Sparky
Prince Sparky
Fireball The Log Sparky
Zap Fireball Skeleton Army Prince
Fireball Zap
The Log Fireball
Fireball Prince Sparky
The Log Zap Fireball Skeleton King
Zap Fireball Sparky
Prince Sparky
Zap Fireball The Log Sparky Skeleton King
Zap Fireball
Zap Fireball Prince The Log Sparky
Prince Sparky
Fireball Sparky

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