My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Electro 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.

Wizard Balloon Prince Royal Ghost Electro Wizard Mega Knight Golden Knight

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Missing

Punishments

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

Elite Barbarians Balloon Prince Royal Ghost Mega Knight Golden Knight

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 Balloon Prince Royal Ghost Mega Knight

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 Balloon Royal Ghost Electro Wizard Golden Knight

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 Balloon Prince
Giant Snowball
Balloon
Zap
Balloon Prince
Barbarian Barrel
Elite Barbarians Wizard Royal Ghost Electro Wizard
The Log
Elite Barbarians Prince
Earthquake
Arrows
Royal Delivery
Elite Barbarians Wizard Balloon Prince Royal Ghost Electro Wizard
Fireball
Elite Barbarians Wizard Balloon Electro Wizard
Poison
Wizard Balloon Electro Wizard
Lightning
Elite Barbarians Wizard Balloon Prince Electro Wizard
Rocket
Elite Barbarians Wizard Balloon Prince

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Royal Ghost Mega Knight

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.

Prince Royal Ghost Mega Knight

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

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 Electro 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.

Royal Ghost Electro Wizard Golden Knight Wizard Balloon Prince Elite Barbarians Mega Knight

Shortest cycle

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

16 Royal Ghost Electro Wizard Golden Knight Wizard

Attack Synergies 1 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.

Elite Barbarians
Wizard Royal Ghost Mega Knight Golden Knight
Wizard
Elite Barbarians Balloon Prince Royal Ghost Mega Knight
Balloon
Wizard Royal Ghost Electro Wizard Mega Knight Golden Knight
Prince
Mega Knight Wizard Royal Ghost Electro Wizard
Royal Ghost
Elite Barbarians Wizard Balloon Prince Electro Wizard Mega Knight Golden Knight
Electro Wizard
Balloon Prince Royal Ghost Mega Knight
Mega Knight
Prince Elite Barbarians Wizard Balloon Royal Ghost Electro Wizard
Golden Knight
Elite Barbarians Balloon Royal Ghost

Defense Synergies 0 12

Elite Barbarians
Wizard Mega Knight Golden Knight
Wizard
Elite Barbarians Prince Royal Ghost Electro Wizard Mega Knight Golden Knight
Balloon
Prince
Wizard Electro Wizard
Royal Ghost
Wizard Electro Wizard Mega Knight
Electro Wizard
Wizard Prince Royal Ghost Mega Knight
Mega Knight
Elite Barbarians Wizard Royal Ghost Electro Wizard
Golden Knight
Elite Barbarians Wizard

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.

Wizard Electro Wizard Golden Knight
Elite Barbarians Prince Electro Wizard Mega Knight
Prince Mega Knight Elite Barbarians Electro Wizard
Elite Barbarians Prince Electro Wizard Mega Knight
Elite Barbarians Prince Mega Knight
Royal Ghost Electro Wizard Mega Knight
Electro Wizard Wizard
Electro Wizard Mega Knight Golden Knight
Elite Barbarians Prince
Elite Barbarians Prince Royal Ghost Electro Wizard Mega Knight
Electro Wizard Wizard Royal Ghost Mega Knight
Wizard Electro Wizard
Prince Mega Knight Elite Barbarians Wizard Electro Wizard
Wizard Mega Knight Prince Royal Ghost Electro Wizard Golden Knight
Elite Barbarians Prince Electro Wizard Mega Knight
Elite Barbarians Prince Electro Wizard Mega Knight
Wizard Mega Knight Elite Barbarians Prince Electro Wizard
Mega Knight Elite Barbarians Wizard Prince Royal Ghost Electro Wizard Golden Knight
Wizard Royal Ghost Electro Wizard Mega Knight
Elite Barbarians Prince Electro Wizard
Wizard Royal Ghost Mega Knight Elite Barbarians Prince Electro Wizard

Counters to secondary win conditions

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

Mega Knight Elite Barbarians Prince Royal Ghost Electro Wizard
Electro Wizard Elite Barbarians Wizard Prince Royal Ghost Mega Knight
Mega Knight Elite Barbarians Prince Electro Wizard Golden Knight
Prince Mega Knight Elite Barbarians Electro Wizard
Elite Barbarians Prince Mega Knight
Wizard Electro Wizard
Prince Elite Barbarians Electro Wizard
Mega Knight Elite Barbarians Prince
Electro Wizard Mega Knight Elite Barbarians Prince
Mega Knight Elite Barbarians Prince Golden Knight
Mega Knight Elite Barbarians Prince Electro Wizard
Elite Barbarians Prince Mega Knight Wizard Golden Knight
Wizard Mega Knight
Elite Barbarians Electro Wizard Prince Golden Knight
Mega Knight Elite Barbarians Wizard Royal Ghost Electro Wizard Golden Knight
Electro 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.)

Royal Ghost Golden Knight
Royal Ghost Electro Wizard Golden Knight
Prince
Wizard Mega Knight
Wizard
Wizard
Wizard
Wizard Golden Knight
Elite Barbarians Prince Electro Wizard
Wizard Prince Electro Wizard Golden Knight
Wizard
Elite Barbarians Golden Knight
Elite Barbarians Prince
Wizard Golden Knight
Wizard Mega Knight
Wizard Prince Electro Wizard Mega Knight
Wizard Mega Knight Golden Knight
Prince Mega Knight
Wizard
Prince
Wizard Mega Knight
Wizard Royal Ghost Electro Wizard Golden Knight
Wizard Prince Mega Knight Golden Knight
Golden Knight
Elite Barbarians Wizard Electro Wizard
Electro Wizard Wizard
Elite Barbarians
Wizard Mega Knight
Electro Wizard
Prince Mega Knight
Wizard
Electro Wizard Prince
Wizard Electro Wizard
Wizard Prince Electro Wizard Mega Knight
Wizard
Elite Barbarians Prince Mega Knight
Elite Barbarians Electro Wizard Golden Knight
Electro Wizard
Prince Royal Ghost Electro Wizard Mega Knight Golden Knight
Prince
Wizard Mega Knight

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