My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Good
Synergy
Good
Versatility
Good
F2P score
Good

3 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!
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.

Fire Spirit Firecracker Musketeer Flying Machine

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.

Firecracker Musketeer Flying Machine Giant

Offensive cards

Win conditions

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

Giant Royal Hogs

Damage spells

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

Rage

Punishments

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

Giant Royal Hogs

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.

Fire Spirit Flying Machine Giant Royal Hogs

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.

Firecracker Royal Hogs

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 Royal Hogs Guards
Giant Snowball
Fire Spirit Musketeer Flying Machine Royal Hogs Guards
Zap
Fire Spirit Firecracker Flying Machine Royal Hogs Guards
Barbarian Barrel
Fire Spirit Firecracker Musketeer Royal Hogs Guards
The Log
Fire Spirit Firecracker Musketeer Royal Hogs Guards
Earthquake
Firecracker Royal Hogs Guards
Arrows
Fire Spirit Firecracker Flying Machine Royal Hogs Guards
Royal Delivery
Fire Spirit Firecracker Musketeer Flying Machine Royal Hogs Guards
Fireball
Firecracker Musketeer Flying Machine Royal Hogs
Poison
Firecracker Musketeer Flying Machine Royal Hogs Guards
Lightning
Musketeer
Rocket
Musketeer Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Firecracker

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.

Fire Spirit Rage Guards

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.

Fire Spirit Musketeer

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Rage Firecracker Guards Musketeer Flying Machine Giant Royal Hogs

Shortest cycle

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

9 Fire Spirit Rage Firecracker Guards

Attack Synergies 2 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.

Fire Spirit
Giant Royal Hogs
Firecracker
Flying Machine Giant Royal Hogs
Musketeer
Giant Royal Hogs
Flying Machine
Firecracker Giant Royal Hogs
Giant
Musketeer Rage Fire Spirit Firecracker Flying Machine Guards
Royal Hogs
Fire Spirit Firecracker Musketeer Flying Machine Guards
Rage
Giant
Guards
Giant Royal Hogs

Defense Synergies 1 6

Fire Spirit
Firecracker
Firecracker
Fire Spirit Musketeer Flying Machine Guards
Musketeer
Guards Firecracker Flying Machine
Flying Machine
Firecracker Musketeer Guards
Giant
Royal Hogs
Rage
Guards
Musketeer Firecracker Flying Machine

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.

Firecracker Musketeer Flying Machine
Firecracker Musketeer Flying Machine
Fire Spirit Musketeer
Firecracker Musketeer Guards
Firecracker
Fire Spirit Firecracker Musketeer Flying Machine Guards
Musketeer Fire Spirit Firecracker Flying Machine
Musketeer Flying Machine
Musketeer
Guards Fire Spirit Firecracker Musketeer
Guards Firecracker Musketeer Flying Machine
Musketeer Firecracker Flying Machine
Fire Spirit Musketeer Flying Machine Guards
Fire Spirit Firecracker Guards
Firecracker Musketeer
Fire Spirit Firecracker Musketeer Flying Machine Guards
Fire Spirit Firecracker Musketeer Flying Machine Guards
Musketeer
Fire Spirit Firecracker Musketeer Flying Machine Guards

Counters to secondary win conditions

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

Guards
Firecracker Musketeer Flying Machine
Guards Musketeer
Guards Musketeer
Musketeer Guards
Fire Spirit Firecracker Musketeer Flying Machine
Guards Musketeer Flying Machine
Firecracker Flying Machine
Musketeer Guards
Musketeer Flying Machine Guards
Guards
Guards
Firecracker Musketeer Flying Machine
Guards Firecracker Musketeer Flying Machine
Firecracker Musketeer Flying Machine

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.)

Firecracker Musketeer Flying Machine Guards
Firecracker Musketeer Flying Machine
Flying Machine
Firecracker Musketeer Flying Machine Guards
Fire Spirit Firecracker
Firecracker Fire Spirit Musketeer Flying Machine
Fire Spirit Firecracker Musketeer Flying Machine
Fire Spirit Firecracker Flying Machine
Firecracker Flying Machine
Fire Spirit Musketeer Guards
Firecracker Musketeer Flying Machine
Fire Spirit Firecracker Musketeer Flying Machine
Flying Machine Fire Spirit Firecracker Musketeer
Firecracker Musketeer Flying Machine
Firecracker Musketeer Flying Machine
Firecracker Musketeer Flying Machine
Firecracker Musketeer Flying Machine
Fire Spirit Firecracker Musketeer Flying Machine
Fire Spirit Firecracker Flying Machine
Musketeer
Musketeer
Musketeer Flying Machine
Firecracker Fire Spirit
Firecracker Musketeer Flying Machine
Musketeer Flying Machine
Firecracker Musketeer
Fire Spirit Firecracker Musketeer Flying Machine
Firecracker Musketeer Flying Machine Guards
Musketeer
Firecracker
Firecracker
Fire Spirit Musketeer Flying Machine Guards
Fire Spirit Firecracker Musketeer Flying Machine
Firecracker Musketeer Flying Machine
Firecracker Musketeer Flying Machine
Firecracker Musketeer Flying Machine
Firecracker Musketeer Flying Machine Guards
Firecracker Musketeer Flying Machine
Firecracker Musketeer Flying Machine

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