My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 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.

Three Musketeers Ice Wizard

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.

Royal Giant Three Musketeers Bowler Ice Wizard

Offensive cards

Win conditions

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

Royal Giant Three Musketeers

Damage spells

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

Arrows Rocket The Log

Punishments

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

Royal Giant

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.

Barbarians Royal Giant

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
Royal Giant Three Musketeers
Giant Snowball
Barbarians Three Musketeers
Zap
Royal Giant Three Musketeers
Barbarian Barrel
Barbarians Three Musketeers Ice Wizard
The Log
Barbarians Royal Giant Three Musketeers
Earthquake
Barbarians
Arrows
Royal Delivery
Barbarians Three Musketeers Bowler Ice Wizard
Fireball
Barbarians Three Musketeers Bowler Ice Wizard
Poison
Barbarians Three Musketeers Ice Wizard
Lightning
Three Musketeers Bowler Ice Wizard
Rocket
Barbarians Three Musketeers Bowler

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Rocket Bowler The Log 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.

Arrows Rocket Bowler Ice Wizard

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.

Royal Giant

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.

Barbarians Three Musketeers 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Ice Wizard Barbarians Bowler Royal Giant Rocket Three Musketeers

Shortest cycle

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

13 The Log Arrows Ice Wizard Barbarians

Attack Synergies 2 7

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.

Arrows
Royal Giant Bowler
Barbarians
Royal Giant
Arrows Ice Wizard Rocket Bowler The Log
Rocket
Royal Giant
Three Musketeers
The Log
Bowler
Arrows Royal Giant The Log Ice Wizard
The Log
Royal Giant Three Musketeers Bowler
Ice Wizard
Royal Giant Bowler

Defense Synergies 1 7

Arrows
Barbarians Bowler Ice Wizard
Barbarians
Arrows
Royal Giant
Rocket
The Log
Three Musketeers
The Log
Bowler
The Log Arrows Ice Wizard
The Log
Bowler Rocket Three Musketeers Ice Wizard
Ice Wizard
Arrows Bowler The Log

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 Bowler The Log
Barbarians Three Musketeers The Log Ice Wizard
Barbarians Rocket Three Musketeers Bowler Ice Wizard
Barbarians Three Musketeers Bowler Ice Wizard
Arrows Barbarians Rocket Bowler The Log
Arrows Bowler The Log Ice Wizard
Rocket Three Musketeers Arrows Ice Wizard
Rocket Bowler Arrows Barbarians The Log
Barbarians Three Musketeers Ice Wizard
Barbarians Bowler Ice Wizard
Barbarians Ice Wizard Arrows Bowler The Log
Arrows Three Musketeers Ice Wizard
Barbarians Bowler Rocket Three Musketeers The Log Ice Wizard
Rocket Three Musketeers Bowler Arrows Barbarians The Log
Barbarians Three Musketeers
Barbarians Rocket Three Musketeers Bowler The Log
Barbarians Three Musketeers Arrows Bowler
Arrows Barbarians Three Musketeers Bowler The Log Ice Wizard
Arrows The Log Barbarians Bowler Ice Wizard
Barbarians Three Musketeers
Bowler Arrows Barbarians The Log

Counters to secondary win conditions

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

Barbarians Bowler
Arrows Rocket Bowler The Log
Barbarians Rocket Bowler The Log
Rocket Bowler Barbarians The Log
Barbarians Three Musketeers Bowler
Arrows Rocket Three Musketeers Ice Wizard
Rocket Barbarians Bowler Ice Wizard
Barbarians
Rocket Barbarians The Log
Barbarians Three Musketeers
Barbarians Bowler
Rocket Arrows Barbarians Bowler The Log
Barbarians Rocket Bowler Three Musketeers
Barbarians Three Musketeers Bowler
Barbarians Rocket Three Musketeers Bowler The Log
Arrows Bowler Barbarians The Log 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.)

Arrows Rocket The Log
Arrows Bowler The Log Ice Wizard
Rocket Arrows The Log
Arrows Barbarians Rocket The Log
Rocket Arrows Bowler The Log
Arrows Rocket Ice Wizard
Arrows Bowler The Log
Arrows The Log Bowler Ice Wizard
Arrows The Log
Rocket Three Musketeers Bowler
Rocket Arrows Bowler The Log
Arrows Rocket
Rocket Three Musketeers Bowler The Log
Arrows Rocket
Arrows The Log
Rocket Arrows Three Musketeers Bowler The Log
Arrows Rocket Three Musketeers Bowler The Log
Arrows Rocket Three Musketeers
Rocket
Rocket Arrows Three Musketeers Bowler The Log
Rocket Arrows Bowler The Log
Rocket Bowler The Log
Rocket Arrows
Rocket Bowler The Log
Rocket Arrows Barbarians The Log
Arrows The Log Bowler Ice Wizard
Arrows The Log Bowler Ice Wizard
Arrows Bowler The Log
Rocket Arrows The Log
Arrows Ice Wizard
Rocket
Bowler
Arrows Rocket The Log
Rocket Arrows
Rocket Arrows Bowler The Log
Barbarians Rocket
Rocket Arrows Three Musketeers Ice Wizard
Arrows The Log
Rocket Three Musketeers Bowler
Arrows The Log Bowler
Rocket Arrows
Three Musketeers
Rocket Bowler The Log
Rocket
Rocket Bowler The Log

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