My Best Clash Royale Deck

Deck Check Rating

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

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.

Fire Spirit Musketeer Zappies 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.

Elixir Golem Musketeer Zappies Ram Rider

Offensive cards

Win conditions

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

Elixir Golem Ram Rider

Damage spells

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

Barbarian Barrel

Punishments

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

Elixir Golem 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.

Fire Spirit Goblins Barbarians Elixir Golem Barbarian Barrel 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.

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
Elixir Golem Ram Rider
Giant Snowball
Fire Spirit Goblins Barbarians Musketeer Zappies Ram Rider
Zap
Fire Spirit Goblins Zappies Ram Rider
Barbarian Barrel
Fire Spirit Goblins Barbarians Elixir Golem Musketeer Zappies
The Log
Fire Spirit Goblins Barbarians Elixir Golem Musketeer Zappies Ram Rider
Earthquake
Barbarians Elixir Golem Zappies
Arrows
Fire Spirit Goblins Zappies
Royal Delivery
Fire Spirit Goblins Barbarians Elixir Golem Musketeer Zappies Ram Rider
Fireball
Barbarians Elixir Golem Musketeer Zappies Ram Rider
Poison
Barbarians Elixir Golem Musketeer Zappies
Lightning
Musketeer Ram Rider
Rocket
Barbarians Musketeer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Barbarian Barrel

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 Elixir Golem

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 Goblins Barbarians 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 Goblins Barbarian Barrel Elixir Golem Musketeer Zappies Barbarians Ram Rider

Shortest cycle

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

8 Fire Spirit Goblins Barbarian Barrel Elixir Golem

Attack Synergies 0 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
Elixir Golem Ram Rider
Goblins
Barbarians
Elixir Golem
Fire Spirit Musketeer Zappies Barbarian Barrel
Musketeer
Elixir Golem Barbarian Barrel Ram Rider
Zappies
Elixir Golem Barbarian Barrel Ram Rider
Barbarian Barrel
Elixir Golem Musketeer Zappies Ram Rider
Ram Rider
Fire Spirit Musketeer Zappies Barbarian Barrel

Defense Synergies 0 8

Fire Spirit
Goblins
Musketeer Zappies Barbarian Barrel
Barbarians
Zappies
Elixir Golem
Musketeer
Goblins Zappies Barbarian Barrel Ram Rider
Zappies
Goblins Barbarians Musketeer Barbarian Barrel
Barbarian Barrel
Goblins Musketeer Zappies
Ram Rider
Musketeer

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.

Musketeer Zappies Barbarian Barrel Ram Rider
Barbarians Goblins Musketeer Zappies Ram Rider
Barbarians Ram Rider Fire Spirit Goblins Musketeer Zappies
Barbarians Goblins Musketeer Zappies Ram Rider
Barbarians Barbarian Barrel
Barbarian Barrel Fire Spirit Goblins Musketeer Zappies
Musketeer Ram Rider Fire Spirit Zappies
Barbarians Musketeer Barbarian Barrel Ram Rider
Barbarians Zappies Goblins Musketeer
Fire Spirit Goblins Barbarians Musketeer Zappies Barbarian Barrel
Goblins Barbarians Musketeer Zappies Barbarian Barrel Ram Rider
Musketeer Zappies Ram Rider
Barbarians Fire Spirit Musketeer Zappies Ram Rider
Fire Spirit Goblins Barbarians Zappies Barbarian Barrel
Barbarians Zappies Ram Rider
Barbarians Zappies Ram Rider
Barbarians Goblins Musketeer Zappies
Fire Spirit Goblins Barbarians Musketeer Zappies Barbarian Barrel Ram Rider
Barbarian Barrel Fire Spirit Barbarians Musketeer Zappies Ram Rider
Barbarians Musketeer Zappies Ram Rider
Fire Spirit Goblins Barbarians Musketeer Zappies Barbarian Barrel

Counters to secondary win conditions

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

Barbarians Goblins Zappies Barbarian Barrel
Musketeer Barbarian Barrel
Barbarians Zappies Goblins Musketeer Ram Rider
Barbarians Musketeer Zappies Barbarian Barrel Ram Rider
Barbarians Musketeer Zappies Ram Rider
Fire Spirit Musketeer Zappies Ram Rider
Goblins Barbarians Musketeer Zappies Ram Rider
Barbarians Zappies
Goblins Barbarians Zappies Barbarian Barrel
Barbarians Musketeer Zappies
Barbarians Musketeer Zappies
Barbarians
Barbarians Zappies Ram Rider
Barbarians Musketeer Zappies
Barbarians Zappies Goblins Musketeer Barbarian Barrel
Barbarians Musketeer Zappies Barbarian Barrel

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.)

Musketeer Barbarian Barrel
Musketeer Barbarian Barrel Ram Rider
Barbarian Barrel
Barbarians Musketeer Barbarian Barrel
Fire Spirit Barbarian Barrel
Fire Spirit Musketeer Ram Rider
Fire Spirit Musketeer
Fire Spirit Barbarian Barrel Ram Rider
Ram Rider
Fire Spirit Goblins Musketeer
Musketeer Barbarian Barrel Ram Rider
Fire Spirit Musketeer
Fire Spirit Musketeer Barbarian Barrel
Musketeer Barbarian Barrel
Musketeer Barbarian Barrel
Musketeer Barbarian Barrel
Musketeer Barbarian Barrel
Barbarian Barrel
Fire Spirit Musketeer Barbarian Barrel
Fire Spirit Barbarian Barrel
Musketeer
Musketeer
Barbarians Musketeer Barbarian Barrel
Fire Spirit Barbarian Barrel
Musketeer Barbarian Barrel Ram Rider
Musketeer Ram Rider
Musketeer Barbarian Barrel
Fire Spirit Musketeer
Musketeer Zappies
Musketeer
Zappies
Fire Spirit Barbarians Musketeer Zappies Barbarian Barrel
Fire Spirit Musketeer Zappies Ram Rider
Barbarian Barrel
Musketeer
Musketeer
Musketeer
Musketeer Zappies
Musketeer Zappies
Musketeer Barbarian Barrel

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