My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Great!
Synergy
Godly!
Versatility
Godly!
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 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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bats Three Musketeers

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.

Bats Royal Giant Three Musketeers Lumberjack

Offensive cards

Win conditions

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

Royal Giant Three Musketeers Wall Breakers Miner

Damage spells

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

Arrows

Punishments

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

Royal Giant Wall Breakers Miner Lumberjack

Pump responses

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

Miner

Dropped at the bridge

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

Royal Giant Wall Breakers Lumberjack

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.

Miner Lumberjack

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
Bats Royal Giant Three Musketeers Wall Breakers Guards Miner
Giant Snowball
Bats Three Musketeers Wall Breakers Guards Miner Lumberjack
Zap
Bats Royal Giant Three Musketeers Wall Breakers Guards
Barbarian Barrel
Three Musketeers Wall Breakers Guards Lumberjack
The Log
Royal Giant Three Musketeers Wall Breakers Guards Lumberjack
Earthquake
Guards
Arrows
Bats Wall Breakers Guards
Royal Delivery
Bats Three Musketeers Wall Breakers Guards Miner Lumberjack
Fireball
Three Musketeers Wall Breakers Lumberjack
Poison
Bats Three Musketeers Guards
Lightning
Three Musketeers Lumberjack
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Bats Arrows Guards 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.

Royal Giant

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.

Three Musketeers

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.

Bats Wall Breakers Arrows Guards Miner Lumberjack Royal Giant Three Musketeers

Shortest cycle

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

10 Bats Wall Breakers Arrows Guards

Attack Synergies 6 11

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.

Bats
Royal Giant Miner Wall Breakers Lumberjack
Arrows
Royal Giant Wall Breakers Miner Lumberjack
Royal Giant
Bats Arrows Miner Guards Lumberjack
Three Musketeers
Guards Miner
Wall Breakers
Miner Bats Arrows
Guards
Miner Royal Giant Three Musketeers Lumberjack
Miner
Bats Royal Giant Wall Breakers Guards Arrows Three Musketeers Lumberjack
Lumberjack
Bats Arrows Royal Giant Guards Miner

Defense Synergies 0 3

Bats
Lumberjack
Arrows
Lumberjack
Royal Giant
Three Musketeers
Wall Breakers
Guards
Lumberjack
Miner
Lumberjack
Bats Arrows Guards

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.

Lumberjack Bats Three Musketeers
Three Musketeers Lumberjack Bats
Three Musketeers Lumberjack Bats Guards
Arrows Lumberjack
Arrows Bats Guards Lumberjack
Bats Three Musketeers Arrows
Arrows
Three Musketeers Lumberjack
Guards Miner Lumberjack
Bats Guards Arrows Lumberjack
Arrows Three Musketeers Bats
Lumberjack Bats Three Musketeers Guards
Three Musketeers Bats Arrows Guards Lumberjack
Three Musketeers Lumberjack
Three Musketeers Lumberjack
Three Musketeers Bats Arrows Lumberjack
Arrows Bats Three Musketeers Guards Lumberjack
Arrows Bats Guards Lumberjack
Three Musketeers Lumberjack
Bats Arrows Guards Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack
Arrows Miner Lumberjack
Guards Lumberjack Bats
Guards Lumberjack Bats
Three Musketeers Guards Lumberjack
Arrows Bats Three Musketeers
Guards Bats Lumberjack
Lumberjack
Bats
Three Musketeers Guards
Bats Guards Lumberjack
Arrows Guards
Three Musketeers Guards Lumberjack
Three Musketeers
Guards Bats Three Musketeers Lumberjack
Bats Arrows

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.)

Arrows Guards
Arrows Miner
Arrows Miner
Arrows Guards
Arrows
Arrows Bats
Arrows
Arrows
Arrows Miner
Bats Three Musketeers Guards Lumberjack
Miner Arrows
Arrows
Three Musketeers Miner
Arrows
Arrows
Arrows Three Musketeers
Arrows Three Musketeers
Arrows Three Musketeers
Bats
Arrows Three Musketeers
Arrows Miner
Arrows
Arrows
Arrows
Arrows Miner
Arrows Miner
Miner Arrows
Bats Arrows
Bats Guards
Arrows Miner
Arrows
Arrows
Bats Guards
Arrows Three Musketeers
Arrows
Miner Three Musketeers Lumberjack
Arrows
Arrows
Three Musketeers
Bats Guards
Bats
Miner

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