My Best Clash Royale Deck

Deck Check Rating

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

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.

Mega Minion Ice Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Mega Minion Giant Skeleton Ice Wizard Monk

Offensive cards

Win conditions

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

Mortar Hog Rider

Damage spells

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

Giant Snowball

Punishments

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

Mortar Hog 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.

Knight Mortar Hog Rider Giant Skeleton

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.

Hog Rider Giant Skeleton Monk

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
Hog Rider Giant Skeleton
Giant Snowball
Mega Minion Hog Rider
Zap
Mortar
Barbarian Barrel
Knight Mortar Giant Skeleton Ice Wizard
The Log
Hog Rider Giant Skeleton
Earthquake
Mortar Hog Rider
Arrows
Royal Delivery
Knight Mega Minion Hog Rider Giant Skeleton Ice Wizard
Fireball
Mortar Mega Minion Hog Rider Ice Wizard
Poison
Mortar Mega Minion Ice Wizard
Lightning
Knight Mortar Mega Minion Ice Wizard Monk
Rocket
Mortar Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Mortar Ice Wizard

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.

Knight Mega Minion Giant Skeleton Ice Wizard

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.

Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Giant Snowball Knight Mega Minion Ice Wizard Mortar Hog Rider Monk Giant Skeleton

Shortest cycle

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

11 Giant Snowball Knight Mega Minion Ice Wizard

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.

Giant Snowball
Hog Rider Knight Mortar Mega Minion Giant Skeleton
Knight
Mortar Mega Minion Hog Rider Giant Snowball Ice Wizard
Mortar
Knight Giant Snowball Mega Minion Hog Rider
Mega Minion
Knight Giant Snowball Mortar Giant Skeleton
Hog Rider
Giant Snowball Knight Mortar Giant Skeleton
Giant Skeleton
Giant Snowball Mega Minion Hog Rider Ice Wizard
Ice Wizard
Knight Giant Skeleton
Monk

Defense Synergies 2 11

Giant Snowball
Knight Mortar Mega Minion Giant Skeleton Ice Wizard
Knight
Mega Minion Ice Wizard Giant Snowball Mortar
Mortar
Giant Snowball Knight Mega Minion Ice Wizard
Mega Minion
Knight Giant Snowball Mortar Giant Skeleton Ice Wizard
Hog Rider
Giant Skeleton
Giant Snowball Mega Minion Ice Wizard
Ice Wizard
Knight Giant Snowball Mortar Mega Minion Giant Skeleton
Monk

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.

Knight Mortar Mega Minion
Knight Mortar Mega Minion Ice Wizard Monk
Mortar Giant Snowball Knight Mega Minion Giant Skeleton Ice Wizard
Knight Mortar Mega Minion Ice Wizard Monk
Giant Skeleton Monk
Giant Snowball Mega Minion Ice Wizard
Giant Snowball Mega Minion Mortar Ice Wizard
Giant Skeleton Monk
Mortar Ice Wizard
Knight Giant Snowball Giant Skeleton Ice Wizard
Ice Wizard Giant Snowball Knight Mega Minion Giant Skeleton
Mega Minion Giant Snowball Ice Wizard
Mortar Giant Snowball Knight Giant Skeleton Ice Wizard
Giant Snowball Mortar Mega Minion
Knight Mortar
Monk Giant Snowball Mortar
Knight Mortar
Mortar Giant Snowball Knight Mega Minion Ice Wizard
Giant Snowball Mortar Knight Mega Minion Giant Skeleton Ice Wizard
Mortar
Giant Snowball Knight Giant Skeleton

Counters to secondary win conditions

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

Knight Giant Snowball Giant Skeleton
Giant Snowball Knight Mortar Mega Minion Monk
Giant Skeleton Knight
Giant Skeleton Knight Monk
Giant Skeleton Knight
Giant Snowball Ice Wizard Monk
Knight Mega Minion Giant Skeleton Ice Wizard
Giant Skeleton Knight
Giant Skeleton Giant Snowball Knight Mortar Mega Minion Monk
Mega Minion
Knight Mega Minion Giant Skeleton
Monk Giant Snowball Giant Skeleton
Giant Skeleton Knight
Knight Mortar Mega Minion Giant Skeleton Monk
Giant Snowball Mega Minion Giant Skeleton Ice 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.)

Knight Mortar Giant Skeleton Monk
Mortar Monk Giant Snowball Ice Wizard
Giant Skeleton
Knight Giant Skeleton
Giant Snowball Mortar
Giant Snowball Mega Minion Ice Wizard Monk
Mortar
Giant Snowball Ice Wizard
Monk Giant Snowball Mortar
Giant Snowball
Monk Knight Mortar
Monk Giant Snowball
Giant Snowball Knight Mortar
Mortar Monk
Giant Snowball Mortar
Giant Snowball Mortar
Mortar
Monk Giant Snowball Mortar
Giant Snowball Mortar Mega Minion Monk
Giant Snowball Mortar Monk
Giant Skeleton Monk
Giant Snowball
Monk
Giant Snowball Mortar Monk
Giant Snowball Mortar Ice Wizard
Mega Minion
Mortar Giant Snowball Ice Wizard Monk
Giant Snowball Mortar Monk
Mortar
Giant Snowball Ice Wizard
Giant Snowball Mega Minion
Giant Snowball Mega Minion
Giant Snowball Mortar
Giant Snowball Monk
Giant Skeleton
Giant Snowball Monk
Giant Snowball Mega Minion Ice Wizard Monk
Knight Mega Minion
Giant Snowball Mortar
Monk Giant Snowball Giant Skeleton
Mega Minion
Giant Snowball Giant Skeleton
Giant Snowball
Giant Snowball Mortar Giant Skeleton Monk

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