My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Great!
Synergy
Godly!
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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Ice Golem Three Musketeers Magic Archer Mother Witch

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.

Ice Golem Battle Ram Three Musketeers Golem Magic Archer Mother Witch

Offensive cards

Win conditions

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

Battle Ram Three Musketeers Golem

Damage spells

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

Rocket Tornado

Punishments

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

Battle Ram

Pump responses

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

Rocket

Dropped at the bridge

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

Ice Golem Battle Ram Golem Magic Archer

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.

Golem Magic Archer

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
Battle Ram Three Musketeers
Giant Snowball
Battle Ram Three Musketeers
Zap
Battle Ram Three Musketeers
Barbarian Barrel
Battle Ram Three Musketeers Magic Archer
The Log
Battle Ram Three Musketeers
Earthquake
Arrows
Royal Delivery
Battle Ram Three Musketeers Magic Archer Mother Witch
Fireball
Battle Ram Three Musketeers Magic Archer Mother Witch
Poison
Three Musketeers Magic Archer Mother Witch
Lightning
Ice Golem Battle Ram Three Musketeers Magic Archer Mother Witch
Rocket
Three Musketeers Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Rocket Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Rocket Tornado Magic Archer

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.

Ice Golem Battle Ram Rocket Tornado Golem Mother Witch

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 Golem 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Golem Tornado Battle Ram Magic Archer Mother Witch Rocket Golem Three Musketeers

Shortest cycle

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

13 Ice Golem Tornado Battle Ram Magic Archer

Attack Synergies 5 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.

Ice Golem
Battle Ram Three Musketeers Magic Archer Mother Witch
Battle Ram
Ice Golem Magic Archer Three Musketeers Tornado Mother Witch
Rocket
Tornado Golem
Three Musketeers
Ice Golem Battle Ram Tornado
Tornado
Rocket Magic Archer Battle Ram Three Musketeers Golem
Golem
Rocket Tornado Magic Archer Mother Witch
Magic Archer
Battle Ram Tornado Ice Golem Golem Mother Witch
Mother Witch
Ice Golem Battle Ram Golem Magic Archer

Defense Synergies 2 7

Ice Golem
Three Musketeers Tornado Magic Archer Mother Witch
Battle Ram
Rocket
Tornado
Three Musketeers
Ice Golem Tornado
Tornado
Rocket Magic Archer Ice Golem Three Musketeers Mother Witch
Golem
Magic Archer
Tornado Ice Golem Mother Witch
Mother Witch
Ice Golem Tornado Magic Archer

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.

Rocket Ice Golem Magic Archer
Three Musketeers
Rocket Three Musketeers Tornado
Three Musketeers
Rocket Tornado
Tornado Magic Archer Mother Witch
Rocket Three Musketeers Tornado Magic Archer
Rocket Ice Golem Magic Archer
Three Musketeers Tornado
Tornado Ice Golem
Mother Witch Ice Golem Tornado Magic Archer
Three Musketeers Tornado Magic Archer
Rocket Three Musketeers
Rocket Three Musketeers Tornado Magic Archer
Three Musketeers
Rocket Tornado Three Musketeers
Three Musketeers Tornado
Three Musketeers Tornado Magic Archer
Tornado Ice Golem Magic Archer Mother Witch
Three Musketeers Tornado
Mother Witch

Counters to secondary win conditions

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

Ice Golem
Ice Golem Rocket Magic Archer
Ice Golem Rocket
Rocket Ice Golem Tornado
Three Musketeers
Rocket Mother Witch Ice Golem Three Musketeers Tornado Magic Archer
Rocket Ice Golem
Rocket Ice Golem Tornado Magic Archer
Three Musketeers
Rocket Tornado
Rocket Ice Golem Three Musketeers
Three Musketeers Magic Archer
Ice Golem Rocket Three Musketeers Tornado Magic Archer
Ice Golem Magic Archer Mother 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.)

Magic Archer Ice Golem Rocket
Tornado Magic Archer
Rocket Magic Archer
Ice Golem Rocket
Rocket Magic Archer
Mother Witch Ice Golem Rocket Tornado Magic Archer
Tornado Magic Archer
Ice Golem Tornado Magic Archer
Tornado
Rocket Three Musketeers Tornado
Rocket Tornado Magic Archer
Rocket Tornado Magic Archer
Rocket Ice Golem Three Musketeers Magic Archer
Rocket Magic Archer
Ice Golem Magic Archer
Rocket Three Musketeers Magic Archer
Magic Archer Rocket Three Musketeers
Rocket Three Musketeers Tornado
Rocket
Rocket Three Musketeers Magic Archer
Rocket Tornado Magic Archer Mother Witch
Rocket Magic Archer
Rocket Tornado
Rocket Tornado
Rocket
Ice Golem Tornado Mother Witch Magic Archer
Tornado Magic Archer
Tornado Magic Archer
Rocket Tornado Magic Archer
Ice Golem Tornado Magic Archer Mother Witch
Rocket
Rocket Magic Archer
Rocket Magic Archer
Rocket Magic Archer
Rocket Magic Archer
Rocket Three Musketeers Tornado Magic Archer
Rocket Three Musketeers Magic Archer
Ice Golem Magic Archer
Rocket Tornado
Three Musketeers
Rocket Tornado Magic Archer
Rocket Tornado Magic Archer
Rocket Tornado Magic Archer

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