My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Firecracker 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.

Firecracker Wizard Giant Skeleton

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Tornado

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.

Electro Spirit 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.

Electro Spirit Firecracker Giant Skeleton

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
Clone Giant Skeleton
Giant Snowball
Clone
Zap
Firecracker Clone
Barbarian Barrel
Electro Spirit Firecracker Wizard Clone Giant Skeleton
The Log
Electro Spirit Firecracker Clone Giant Skeleton
Earthquake
Firecracker Clone
Arrows
Electro Spirit Firecracker Clone
Royal Delivery
Electro Spirit Firecracker Wizard Clone Giant Skeleton
Fireball
Firecracker Wizard Clone
Poison
Firecracker Wizard Clone
Lightning
Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Firecracker Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Firecracker Wizard Tornado

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.

Electro Spirit Clone Tornado 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Electro Spirit Zap Firecracker Clone Tornado Wizard Giant Skeleton

Shortest cycle

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

6 Mirror Electro Spirit Zap Firecracker

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.

Electro Spirit
Zap Giant Skeleton
Zap
Firecracker Mirror Tornado Electro Spirit Giant Skeleton
Firecracker
Zap Mirror Tornado Giant Skeleton
Wizard
Tornado Giant Skeleton
Mirror
Zap Firecracker Tornado Giant Skeleton
Clone
Giant Skeleton
Tornado
Zap Wizard Firecracker Mirror Giant Skeleton
Giant Skeleton
Clone Electro Spirit Zap Firecracker Wizard Mirror Tornado

Defense Synergies 3 9

Electro Spirit
Zap
Zap
Mirror Electro Spirit Firecracker Tornado Giant Skeleton
Firecracker
Zap Mirror Tornado Giant Skeleton
Wizard
Tornado Giant Skeleton
Mirror
Zap Tornado Firecracker
Clone
Tornado
Wizard Mirror Zap Firecracker Giant Skeleton
Giant Skeleton
Zap Firecracker Wizard Tornado

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 Firecracker Wizard
Zap Firecracker
Tornado Giant Skeleton
Firecracker
Firecracker Tornado Giant Skeleton
Tornado Electro Spirit Zap Firecracker
Tornado Electro Spirit Zap Firecracker Wizard
Electro Spirit Zap Giant Skeleton
Tornado
Tornado Firecracker Giant Skeleton
Electro Spirit Zap Firecracker Wizard Tornado Giant Skeleton
Zap Firecracker Wizard Tornado
Zap Wizard Giant Skeleton
Wizard Electro Spirit Zap Firecracker Tornado
Tornado Zap
Wizard Firecracker Tornado
Electro Spirit Zap Firecracker Wizard Tornado
Zap Wizard Tornado Electro Spirit Firecracker Giant Skeleton
Tornado
Wizard Electro Spirit Firecracker Giant Skeleton

Counters to secondary win conditions

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

Zap Giant Skeleton
Zap Firecracker Wizard
Giant Skeleton Zap
Giant Skeleton Zap Tornado
Giant Skeleton
Firecracker Wizard Electro Spirit Zap Tornado
Giant Skeleton
Giant Skeleton
Zap Giant Skeleton Electro Spirit Firecracker Tornado
Giant Skeleton
Zap Tornado Giant Skeleton
Giant Skeleton Wizard
Wizard Firecracker
Electro Spirit Zap Firecracker Tornado Giant Skeleton
Electro Spirit Zap Firecracker Wizard Giant Skeleton
Electro Spirit 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.)

Firecracker Giant Skeleton
Firecracker Zap Tornado
Giant Skeleton
Firecracker Giant Skeleton
Wizard Zap Firecracker
Firecracker Wizard Electro Spirit Zap Tornado
Firecracker Wizard Tornado
Zap Firecracker Wizard Tornado
Zap Firecracker Wizard Tornado
Tornado
Firecracker Zap Wizard Tornado
Zap Firecracker Wizard Tornado
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker Wizard
Firecracker Wizard
Tornado
Zap Firecracker Wizard
Zap Firecracker Wizard Tornado
Giant Skeleton
Wizard Tornado
Tornado
Zap
Zap Firecracker Tornado Electro Spirit Wizard
Firecracker Zap Wizard Tornado
Zap Wizard Tornado
Zap Firecracker Tornado
Zap Firecracker Wizard Tornado
Zap Electro Spirit Firecracker Wizard
Zap Wizard
Zap Electro Spirit Firecracker
Giant Skeleton
Firecracker Wizard
Zap Electro Spirit
Zap Firecracker Wizard Tornado
Firecracker Wizard
Zap Firecracker Wizard
Zap Tornado Giant Skeleton
Firecracker
Zap Electro Spirit Firecracker Tornado Giant Skeleton
Firecracker Zap Tornado
Zap Firecracker Tornado Giant Skeleton
Firecracker Wizard

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