My Best Clash Royale Deck

Deck Check Rating

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

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.

Minions Baby Dragon Magic Archer

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.

Royal Giant Baby Dragon Bandit Magic Archer

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant Elite Barbarians Bandit

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.

Royal Giant Elite Barbarians Baby Dragon Bandit Magic Archer

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.

Elite Barbarians Bandit Magic Archer

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
Minions Royal Giant Elite Barbarians Guards Bandit
Giant Snowball
Minions Guards Baby Dragon
Zap
Minions Royal Giant Guards Bandit
Barbarian Barrel
Elite Barbarians Guards Bandit Magic Archer
The Log
Royal Giant Elite Barbarians Guards Bandit
Earthquake
Guards
Arrows
Minions Guards
Royal Delivery
Minions Elite Barbarians Guards Baby Dragon Bandit Magic Archer
Fireball
Minions Elite Barbarians Baby Dragon Bandit Magic Archer
Poison
Minions Guards Magic Archer
Lightning
Elite Barbarians Baby Dragon Bandit Magic Archer
Rocket
Elite Barbarians Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon Magic Archer

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.

Guards Baby Dragon

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.

Royal Giant Elite Barbarians

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.

Minions

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.

Zap Minions Guards Bandit Baby Dragon Magic Archer Royal Giant Elite Barbarians

Shortest cycle

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

11 Zap Minions Guards Bandit

Attack Synergies 2 18

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
Elite Barbarians Minions Royal Giant Guards Baby Dragon Bandit Magic Archer
Minions
Royal Giant Zap Elite Barbarians Baby Dragon Bandit
Royal Giant
Minions Zap Elite Barbarians Guards Baby Dragon Bandit Magic Archer
Elite Barbarians
Zap Minions Royal Giant Bandit
Guards
Zap Royal Giant Bandit
Baby Dragon
Zap Minions Royal Giant Bandit
Bandit
Zap Minions Royal Giant Elite Barbarians Guards Baby Dragon Magic Archer
Magic Archer
Zap Royal Giant Bandit

Defense Synergies 0 12

Zap
Minions Elite Barbarians Guards Baby Dragon Bandit Magic Archer
Minions
Zap Baby Dragon Bandit
Royal Giant
Elite Barbarians
Zap
Guards
Zap Baby Dragon Magic Archer
Baby Dragon
Zap Minions Guards Bandit
Bandit
Zap Minions Baby Dragon Magic Archer
Magic Archer
Zap Guards Bandit

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 Minions Baby Dragon Magic Archer
Elite Barbarians Zap Minions Bandit
Minions Elite Barbarians Bandit
Elite Barbarians Minions Guards Bandit
Elite Barbarians
Zap Minions Guards Baby Dragon Bandit Magic Archer
Minions Zap Baby Dragon Magic Archer
Zap Baby Dragon Bandit Magic Archer
Minions Elite Barbarians
Elite Barbarians Guards Bandit
Minions Guards Zap Baby Dragon Bandit Magic Archer
Minions Zap Baby Dragon Magic Archer
Zap Minions Elite Barbarians Guards Bandit
Zap Minions Guards Baby Dragon Magic Archer
Elite Barbarians Bandit
Zap Elite Barbarians Bandit
Minions Elite Barbarians
Zap Minions Elite Barbarians Guards Baby Dragon Bandit Magic Archer
Zap Baby Dragon Minions Guards Bandit Magic Archer
Elite Barbarians
Minions Elite Barbarians Guards Baby Dragon Bandit
Elite Barbarians Guards

Counters to secondary win conditions

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

Guards Zap Elite Barbarians Bandit
Bandit Zap Elite Barbarians Baby Dragon Magic Archer
Guards Bandit Zap Minions Elite Barbarians
Guards Zap Elite Barbarians Bandit
Elite Barbarians Guards Bandit
Zap Minions Baby Dragon Magic Archer
Guards Minions Elite Barbarians Bandit
Elite Barbarians
Zap Minions Elite Barbarians Baby Dragon Bandit Magic Archer
Guards
Minions Elite Barbarians Guards
Zap Elite Barbarians Guards
Elite Barbarians Guards Bandit
Baby Dragon Magic Archer
Elite Barbarians Guards Zap Minions Baby Dragon Magic Archer
Minions Zap Elite Barbarians Baby Dragon Magic Archer
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.)

Magic Archer Guards Baby Dragon Bandit
Zap Baby Dragon Bandit Magic Archer
Baby Dragon Bandit Magic Archer
Guards
Zap Baby Dragon Magic Archer
Zap Minions Baby Dragon Magic Archer
Baby Dragon Magic Archer
Zap Baby Dragon Magic Archer
Zap Bandit
Minions Elite Barbarians Guards
Zap Bandit Magic Archer
Zap Baby Dragon Magic Archer
Elite Barbarians Baby Dragon Bandit Magic Archer
Minions Baby Dragon Bandit Magic Archer
Zap Elite Barbarians Baby Dragon Magic Archer
Zap Baby Dragon Bandit Magic Archer
Magic Archer Baby Dragon Bandit
Minions
Zap Baby Dragon Bandit Magic Archer
Zap Baby Dragon Magic Archer
Minions Baby Dragon Magic Archer
Zap Baby Dragon
Zap Baby Dragon Magic Archer
Zap Baby Dragon Bandit Magic Archer
Zap Baby Dragon Bandit Magic Archer
Zap Baby Dragon Bandit Magic Archer
Elite Barbarians Zap Baby Dragon Magic Archer
Zap Minions Guards
Elite Barbarians
Zap Bandit Magic Archer
Zap Magic Archer
Magic Archer
Zap Minions Guards Bandit Magic Archer
Zap Baby Dragon Magic Archer
Baby Dragon Magic Archer
Zap Baby Dragon Magic Archer
Zap
Elite Barbarians
Zap Minions Elite Barbarians Guards Baby Dragon Magic Archer
Zap Magic Archer
Zap Baby Dragon Bandit Magic Archer

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