My Best Clash Royale Deck

Deck Check Rating

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

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.

Mega Minion Mother Witch

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.

Mega Minion Electro Giant Mother Witch Sparky

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Zap Tornado

Punishments

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

Elite Barbarians

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.

Elite Barbarians Electro Giant

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

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
Elite Barbarians Skeleton Army Sparky
Giant Snowball
Mega Minion Skeleton Army
Zap
Skeleton Army Sparky
Barbarian Barrel
Elite Barbarians Skeleton Army Sparky
The Log
Elite Barbarians Skeleton Army Sparky
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Elite Barbarians Mega Minion Skeleton Army Mother Witch Sparky
Fireball
Elite Barbarians Mega Minion Skeleton Army Mother Witch Sparky
Poison
Mega Minion Skeleton Army Mother Witch Sparky
Lightning
Elite Barbarians Mega Minion Mother Witch Sparky
Rocket
Elite Barbarians Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Electro Giant 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.

Mega Minion Skeleton Army Tornado Electro Giant Mother Witch 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.

Elite Barbarians Skeleton Army

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.

Zap Mega Minion Skeleton Army Tornado Mother Witch Elite Barbarians Sparky Electro Giant

Shortest cycle

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

11 Zap Mega Minion Skeleton Army Tornado

Attack Synergies 6 7

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 Mega Minion Tornado Sparky Mother Witch
Elite Barbarians
Zap Sparky
Mega Minion
Zap Electro Giant Sparky
Skeleton Army
Sparky
Tornado
Zap Electro Giant Sparky
Electro Giant
Tornado Mega Minion Mother Witch Sparky
Mother Witch
Zap Electro Giant
Sparky
Zap Tornado Elite Barbarians Mega Minion Skeleton Army Electro Giant

Defense Synergies 3 13

Zap
Mega Minion Elite Barbarians Skeleton Army Tornado Mother Witch Sparky
Elite Barbarians
Mother Witch Zap Mega Minion
Mega Minion
Zap Elite Barbarians Skeleton Army Tornado Sparky
Skeleton Army
Zap Mega Minion Sparky
Tornado
Sparky Zap Mega Minion Electro Giant Mother Witch Sparky
Electro Giant
Tornado
Mother Witch
Elite Barbarians Zap Tornado
Sparky
Tornado Zap Mega Minion Skeleton Army 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 Mega Minion Sparky
Elite Barbarians Skeleton Army Sparky Zap Mega Minion
Skeleton Army Tornado Sparky Elite Barbarians Mega Minion
Elite Barbarians Skeleton Army Sparky Mega Minion
Elite Barbarians Skeleton Army Tornado Sparky
Skeleton Army Tornado Zap Mega Minion Mother Witch
Mega Minion Tornado Zap
Zap Electro Giant Sparky
Sparky Elite Barbarians Skeleton Army Tornado
Elite Barbarians Skeleton Army Tornado Sparky
Skeleton Army Mother Witch Zap Mega Minion Tornado Electro Giant
Mega Minion Zap Tornado
Skeleton Army Sparky Zap Elite Barbarians
Skeleton Army Sparky Zap Mega Minion Tornado
Elite Barbarians Skeleton Army Sparky
Skeleton Army Tornado Zap Elite Barbarians Electro Giant Sparky
Sparky Elite Barbarians Skeleton Army Tornado
Zap Elite Barbarians Mega Minion Skeleton Army Tornado
Zap Tornado Mega Minion Mother Witch
Sparky Elite Barbarians Tornado
Skeleton Army Elite Barbarians Electro Giant Mother Witch Sparky

Counters to secondary win conditions

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

Skeleton Army Zap Elite Barbarians Electro Giant Sparky
Zap Elite Barbarians Mega Minion
Skeleton Army Zap Elite Barbarians Sparky
Skeleton Army Zap Elite Barbarians Tornado Sparky
Elite Barbarians Skeleton Army Sparky
Electro Giant Mother Witch Zap Tornado
Skeleton Army Sparky Elite Barbarians Mega Minion
Elite Barbarians Skeleton Army Sparky
Zap Elite Barbarians Mega Minion Skeleton Army Tornado Sparky
Mega Minion Skeleton Army Sparky
Elite Barbarians Mega Minion Sparky
Skeleton Army Zap Elite Barbarians Tornado Electro Giant
Elite Barbarians Skeleton Army Sparky
Skeleton Army Electro Giant Sparky
Elite Barbarians Skeleton Army Electro Giant Sparky Zap Mega Minion Tornado
Zap Elite Barbarians Mega Minion Electro Giant Mother Witch Sparky

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.)

Sparky
Zap Tornado
Sparky
Sparky
Zap Sparky
Electro Giant Mother Witch Zap Mega Minion Tornado
Tornado Sparky
Zap Tornado
Zap Tornado
Elite Barbarians Tornado Sparky
Zap Tornado Sparky
Zap Tornado
Elite Barbarians Sparky
Zap Elite Barbarians Sparky
Zap Sparky
Sparky
Tornado Sparky
Sparky
Zap Mega Minion Sparky
Zap Tornado Electro Giant Mother Witch
Sparky
Tornado
Tornado Sparky
Zap
Zap Tornado Electro Giant Mother Witch Sparky
Mega Minion
Zap Tornado Sparky
Zap Tornado Sparky
Zap Tornado Sparky
Elite Barbarians Zap Tornado Electro Giant Mother Witch Sparky
Zap Mega Minion Electro Giant
Elite Barbarians Mega Minion Sparky
Zap Sparky
Zap Sparky
Sparky
Sparky
Zap Skeleton Army
Zap Mega Minion Tornado
Mega Minion Sparky
Zap
Zap Tornado Electro Giant Sparky
Elite Barbarians Mega Minion Sparky
Zap Electro Giant Elite Barbarians Tornado Sparky
Zap Tornado
Zap Tornado Electro Giant Sparky

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