My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 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.

Wizard Inferno Dragon Ram Rider

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 Wizard Giant Skeleton Inferno Dragon Ram Rider Sparky

Offensive cards

Win conditions

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

Ram Rider

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.

Ram Rider

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.

Knight Giant Skeleton Ram Rider

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 Ram Rider

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
Skeleton Army Giant Skeleton Inferno Dragon Ram Rider Sparky
Giant Snowball
Skeleton Army Inferno Dragon Ram Rider
Zap
Skeleton Army Inferno Dragon Ram Rider Sparky
Barbarian Barrel
Knight Wizard Skeleton Army Giant Skeleton Sparky
The Log
Skeleton Army Giant Skeleton Ram Rider Sparky
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Knight Wizard Skeleton Army Giant Skeleton Inferno Dragon Ram Rider Sparky
Fireball
Wizard Skeleton Army Inferno Dragon Ram Rider Sparky
Poison
Wizard Skeleton Army Sparky
Lightning
Knight Wizard Inferno Dragon Ram Rider Sparky
Rocket
Wizard Inferno Dragon Ram Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Sparky

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.

Knight Skeleton Army Giant Skeleton Inferno Dragon 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.

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.

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.

Zap Knight Skeleton Army Inferno Dragon Wizard Ram Rider Giant Skeleton Sparky

Shortest cycle

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

12 Zap Knight Skeleton Army Inferno Dragon

Attack Synergies 2 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
Ram Rider Sparky Knight Giant Skeleton
Knight
Zap Wizard Ram Rider Sparky
Wizard
Knight Giant Skeleton Ram Rider Sparky
Skeleton Army
Sparky
Giant Skeleton
Zap Wizard Sparky
Inferno Dragon
Ram Rider
Zap Knight Wizard
Sparky
Zap Knight Wizard Skeleton Army Giant Skeleton

Defense Synergies 0 14

Zap
Knight Skeleton Army Giant Skeleton Inferno Dragon Ram Rider Sparky
Knight
Zap Wizard Skeleton Army Sparky
Wizard
Knight Skeleton Army Giant Skeleton
Skeleton Army
Zap Knight Wizard Giant Skeleton Inferno Dragon Sparky
Giant Skeleton
Zap Wizard Skeleton Army
Inferno Dragon
Zap Skeleton Army
Ram Rider
Zap
Sparky
Zap Knight 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 Knight Wizard Ram Rider Sparky
Skeleton Army Inferno Dragon Sparky Zap Knight Ram Rider
Skeleton Army Ram Rider Sparky Knight Giant Skeleton Inferno Dragon
Skeleton Army Inferno Dragon Sparky Knight Ram Rider
Skeleton Army Giant Skeleton Sparky
Skeleton Army Zap
Inferno Dragon Ram Rider Zap Wizard
Zap Giant Skeleton Ram Rider Sparky
Inferno Dragon Sparky Skeleton Army
Knight Skeleton Army Giant Skeleton Sparky
Skeleton Army Zap Knight Wizard Giant Skeleton Ram Rider
Inferno Dragon Zap Wizard Ram Rider
Skeleton Army Sparky Zap Knight Wizard Giant Skeleton Ram Rider
Wizard Skeleton Army Sparky Zap
Skeleton Army Inferno Dragon Sparky Knight Ram Rider
Skeleton Army Zap Inferno Dragon Ram Rider Sparky
Wizard Sparky Knight Skeleton Army
Zap Knight Wizard Skeleton Army Ram Rider
Zap Wizard Knight Giant Skeleton Inferno Dragon Ram Rider
Sparky Inferno Dragon Ram Rider
Wizard Skeleton Army Knight Giant Skeleton Sparky

Counters to secondary win conditions

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

Knight Skeleton Army Zap Giant Skeleton Sparky
Zap Knight Wizard Inferno Dragon
Skeleton Army Giant Skeleton Zap Knight Ram Rider Sparky
Skeleton Army Giant Skeleton Zap Knight Ram Rider Sparky
Giant Skeleton Knight Skeleton Army Inferno Dragon Ram Rider Sparky
Wizard Zap Ram Rider
Skeleton Army Sparky Knight Giant Skeleton Ram Rider
Giant Skeleton Knight Skeleton Army Inferno Dragon Sparky
Zap Giant Skeleton Knight Skeleton Army Inferno Dragon Sparky
Skeleton Army Inferno Dragon Sparky
Inferno Dragon Knight Giant Skeleton Sparky
Skeleton Army Zap Giant Skeleton
Skeleton Army Giant Skeleton Knight Wizard Ram Rider Sparky
Wizard Skeleton Army Sparky
Skeleton Army Sparky Zap Knight Giant Skeleton Inferno Dragon
Zap Wizard Giant Skeleton Inferno Dragon Sparky
Zap

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.)

Knight Giant Skeleton Sparky
Zap Ram Rider
Giant Skeleton Sparky
Knight Giant Skeleton Sparky
Wizard Zap Sparky
Wizard Zap Ram Rider
Wizard Sparky
Zap Wizard Ram Rider
Zap Wizard Ram Rider
Sparky
Zap Knight Wizard Ram Rider Sparky
Zap Wizard
Knight Sparky
Zap Sparky
Zap Wizard Sparky
Wizard Sparky
Sparky
Sparky
Zap Wizard Sparky
Zap Wizard
Giant Skeleton Sparky
Wizard
Sparky
Zap
Zap Wizard Sparky
Inferno Dragon
Zap Wizard Ram Rider Sparky
Zap Wizard Ram Rider Sparky
Zap Sparky
Zap Wizard Sparky
Zap Wizard
Sparky
Zap Wizard Sparky
Zap Sparky
Giant Skeleton Sparky
Wizard Sparky
Zap Skeleton Army
Zap Wizard Ram Rider
Knight Wizard Sparky
Zap Wizard
Zap Giant Skeleton Sparky
Sparky
Zap Giant Skeleton Sparky
Zap
Zap Giant Skeleton Sparky
Inferno Dragon Sparky
Wizard Sparky

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