My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Ice 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.

Royal Recruits Ice Wizard Mighty Miner

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Zap Earthquake Tornado

Punishments

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

Elite Barbarians Royal Recruits Graveyard

Pump responses

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

Earthquake Graveyard

Dropped at the bridge

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

Elite Barbarians Royal Recruits Mighty Miner

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 Graveyard Mighty Miner

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 Royal Recruits Graveyard Mighty Miner
Giant Snowball
Royal Recruits Graveyard Mighty Miner
Zap
Graveyard Mighty Miner
Barbarian Barrel
Elite Barbarians Royal Recruits Ice Wizard Graveyard
The Log
Elite Barbarians Royal Recruits Graveyard
Earthquake
Graveyard
Arrows
Royal Recruits Graveyard
Royal Delivery
Elite Barbarians Royal Recruits Ice Wizard Graveyard
Fireball
Elite Barbarians Ice Wizard Mighty Miner
Poison
Royal Recruits Ice Wizard Graveyard
Lightning
Elite Barbarians Ice Wizard Mighty Miner
Rocket
Elite Barbarians Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Earthquake Tornado Ice Wizard

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.

Royal Recruits Tornado Ice Wizard Mighty Miner

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 Graveyard

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.

Ice 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Earthquake Tornado Ice Wizard Mighty Miner Graveyard Elite Barbarians Royal Recruits

Shortest cycle

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

11 Zap Earthquake Tornado Ice Wizard

Attack Synergies 4 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
Elite Barbarians Earthquake Tornado Graveyard Royal Recruits Ice Wizard Mighty Miner
Elite Barbarians
Zap Graveyard
Royal Recruits
Zap Graveyard
Earthquake
Zap Tornado Graveyard
Tornado
Zap Earthquake Ice Wizard Graveyard
Ice Wizard
Zap Tornado Graveyard
Graveyard
Zap Elite Barbarians Royal Recruits Earthquake Tornado Ice Wizard
Mighty Miner
Zap

Defense Synergies 1 9

Zap
Elite Barbarians Earthquake Tornado Ice Wizard Mighty Miner
Elite Barbarians
Zap
Royal Recruits
Tornado Ice Wizard
Earthquake
Zap Tornado Ice Wizard
Tornado
Ice Wizard Zap Royal Recruits Earthquake
Ice Wizard
Tornado Zap Royal Recruits Earthquake
Graveyard
Mighty Miner
Zap

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.

Earthquake Zap Royal Recruits
Elite Barbarians Zap Royal Recruits Ice Wizard
Tornado Elite Barbarians Royal Recruits Ice Wizard
Elite Barbarians Royal Recruits Ice Wizard
Elite Barbarians Royal Recruits Earthquake Tornado
Tornado Zap Earthquake Ice Wizard
Tornado Zap Ice Wizard
Earthquake Zap Royal Recruits
Mighty Miner Elite Barbarians Royal Recruits Tornado Ice Wizard
Elite Barbarians Tornado Royal Recruits Ice Wizard
Ice Wizard Zap Royal Recruits Earthquake Tornado
Zap Tornado Ice Wizard
Royal Recruits Zap Elite Barbarians Earthquake Ice Wizard
Zap Royal Recruits Earthquake Tornado
Elite Barbarians Royal Recruits
Tornado Zap Elite Barbarians Royal Recruits
Elite Barbarians Royal Recruits Tornado
Zap Elite Barbarians Royal Recruits Tornado Ice Wizard
Zap Earthquake Tornado Royal Recruits Ice Wizard
Elite Barbarians Royal Recruits Tornado
Royal Recruits Elite Barbarians Earthquake
Elite Barbarians Mighty Miner

Counters to secondary win conditions

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

Royal Recruits Zap Elite Barbarians
Zap Elite Barbarians
Royal Recruits Zap Elite Barbarians
Royal Recruits Zap Elite Barbarians Tornado
Royal Recruits Elite Barbarians Mighty Miner
Zap Tornado Ice Wizard
Royal Recruits Elite Barbarians Ice Wizard
Mighty Miner Elite Barbarians Royal Recruits
Zap Royal Recruits Elite Barbarians Tornado
Royal Recruits
Elite Barbarians Royal Recruits
Royal Recruits Zap Elite Barbarians Tornado
Elite Barbarians Royal Recruits
Royal Recruits
Elite Barbarians Royal Recruits Zap Tornado Mighty Miner
Zap Elite Barbarians Royal Recruits Earthquake Ice Wizard Mighty Miner
Zap Ice Wizard

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.)

Earthquake Royal Recruits
Zap Tornado Ice Wizard
Earthquake
Earthquake Royal Recruits
Zap Earthquake
Zap Tornado Ice Wizard
Earthquake Tornado
Earthquake Zap Tornado Ice Wizard
Zap Tornado
Elite Barbarians Tornado
Zap Royal Recruits Earthquake Tornado
Zap Tornado
Earthquake Elite Barbarians
Earthquake
Earthquake Zap Elite Barbarians
Earthquake Zap
Earthquake Royal Recruits
Earthquake Tornado
Zap Earthquake
Zap Earthquake Tornado
Earthquake
Tornado
Tornado
Earthquake Zap Royal Recruits
Zap Earthquake Tornado Ice Wizard
Zap Earthquake Tornado Ice Wizard
Zap Tornado
Zap Tornado
Elite Barbarians Zap Tornado Ice Wizard
Zap
Elite Barbarians
Zap Earthquake
Zap
Mighty Miner
Earthquake
Zap Earthquake Royal Recruits
Zap Tornado Ice Wizard
Zap Earthquake
Zap Tornado
Elite Barbarians Royal Recruits
Zap Elite Barbarians Royal Recruits Tornado
Zap Tornado
Zap Royal Recruits Tornado

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