My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Great!
Versatility
Great!
F2P score
RIP

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.

Three Musketeers Witch Ram Rider

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.

Giant Three Musketeers Witch Lumberjack Ram Rider

Offensive cards

Win conditions

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

Giant Three Musketeers Ram Rider

Damage spells

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

Zap Rage

Punishments

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

Giant Lumberjack Ram Rider

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.

Giant Lumberjack Ram Rider

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.

Lumberjack Ram Rider

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
Giant Three Musketeers Skeleton Army Ram Rider
Giant Snowball
Three Musketeers Skeleton Army Witch Lumberjack Ram Rider
Zap
Three Musketeers Skeleton Army Witch Ram Rider
Barbarian Barrel
Three Musketeers Skeleton Army Witch Lumberjack
The Log
Three Musketeers Skeleton Army Witch Lumberjack Ram Rider
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Three Musketeers Skeleton Army Witch Lumberjack Ram Rider
Fireball
Three Musketeers Skeleton Army Witch Lumberjack Ram Rider
Poison
Three Musketeers Skeleton Army Witch
Lightning
Three Musketeers Witch Lumberjack Ram Rider
Rocket
Three Musketeers Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Rage Skeleton Army

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.

Skeleton Army

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 Witch

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.

Zap Rage Skeleton Army Lumberjack Giant Witch Ram Rider Three Musketeers

Shortest cycle

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

11 Zap Rage Skeleton Army Lumberjack

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
Giant Ram Rider Three Musketeers Witch Lumberjack
Giant
Zap Rage Three Musketeers Witch Lumberjack
Three Musketeers
Zap Giant Rage
Rage
Giant Witch Three Musketeers
Skeleton Army
Witch
Rage Zap Giant Lumberjack Ram Rider
Lumberjack
Zap Giant Witch Ram Rider
Ram Rider
Zap Witch Lumberjack

Defense Synergies 0 8

Zap
Three Musketeers Skeleton Army Witch Lumberjack Ram Rider
Giant
Three Musketeers
Zap
Rage
Skeleton Army
Zap Lumberjack
Witch
Zap Lumberjack
Lumberjack
Zap Skeleton Army Witch Ram Rider
Ram Rider
Zap Lumberjack

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 Ram Rider
Skeleton Army Lumberjack Zap Three Musketeers Witch Ram Rider
Three Musketeers Skeleton Army Witch Lumberjack Ram Rider
Three Musketeers Skeleton Army Witch Lumberjack Ram Rider
Skeleton Army Lumberjack
Skeleton Army Zap Lumberjack
Three Musketeers Ram Rider Zap Witch
Zap Ram Rider
Three Musketeers Witch Skeleton Army Lumberjack
Skeleton Army Lumberjack
Skeleton Army Witch Zap Lumberjack Ram Rider
Three Musketeers Zap Witch Ram Rider
Skeleton Army Lumberjack Zap Three Musketeers Witch Ram Rider
Three Musketeers Skeleton Army Zap Witch Lumberjack
Skeleton Army Three Musketeers Lumberjack Ram Rider
Skeleton Army Zap Three Musketeers Lumberjack Ram Rider
Three Musketeers Skeleton Army Witch Lumberjack
Zap Three Musketeers Skeleton Army Witch Lumberjack Ram Rider
Zap Witch Lumberjack Ram Rider
Three Musketeers Lumberjack Ram Rider
Skeleton Army Witch Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Zap Witch
Zap Lumberjack
Skeleton Army Lumberjack Zap Witch Ram Rider
Skeleton Army Lumberjack Zap Ram Rider
Three Musketeers Skeleton Army Witch Lumberjack Ram Rider
Zap Three Musketeers Witch Ram Rider
Skeleton Army Witch Lumberjack Ram Rider
Skeleton Army Lumberjack
Zap Skeleton Army Witch
Witch Three Musketeers Skeleton Army
Witch Lumberjack
Skeleton Army Zap
Skeleton Army Three Musketeers Witch Lumberjack Ram Rider
Three Musketeers Skeleton Army Witch
Skeleton Army Witch Zap Three Musketeers Lumberjack
Zap Witch

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.)

Zap Ram Rider
Zap
Zap Witch Ram Rider
Witch
Zap Ram Rider
Zap Ram Rider
Three Musketeers Lumberjack
Zap Ram Rider
Zap
Three Musketeers
Zap
Zap Three Musketeers Witch
Three Musketeers
Three Musketeers
Zap Three Musketeers
Zap Witch
Zap
Zap Witch
Witch
Zap Witch Ram Rider
Zap Witch Ram Rider
Zap
Zap Witch
Zap Witch
Zap
Zap
Zap Skeleton Army Witch
Zap Three Musketeers Witch Ram Rider
Three Musketeers Lumberjack
Zap
Zap
Three Musketeers
Zap Witch
Zap Witch
Zap Witch

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