My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Archers Musketeer

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.

Archers Knight Musketeer Dark Prince

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows Rocket

Punishments

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

Hog Rider Dark Prince

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.

Knight Barbarians Hog Rider Dark Prince

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 Dark Prince

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
Archers Hog Rider Dark Prince
Giant Snowball
Archers Barbarians Musketeer Hog Rider
Zap
Archers Dark Prince
Barbarian Barrel
Archers Knight Barbarians Musketeer Dark Prince
The Log
Archers Barbarians Musketeer Hog Rider Dark Prince
Earthquake
Archers Barbarians Hog Rider
Arrows
Archers
Royal Delivery
Archers Knight Barbarians Musketeer Hog Rider Dark Prince
Fireball
Archers Barbarians Musketeer Hog Rider
Poison
Archers Barbarians Musketeer
Lightning
Knight Musketeer Dark Prince
Rocket
Barbarians Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Rocket Dark Prince

Ladder info

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 Knight Rocket Dark Prince

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 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Knight Musketeer Hog Rider Dark Prince Barbarians Rocket

Shortest cycle

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

13 Archers Arrows Knight Musketeer

Attack Synergies 5 9

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.

Archers
Knight Arrows Hog Rider Dark Prince
Arrows
Hog Rider Archers Knight Dark Prince
Knight
Archers Musketeer Hog Rider Arrows
Barbarians
Hog Rider
Musketeer
Knight Hog Rider Dark Prince
Hog Rider
Arrows Knight Musketeer Archers Barbarians Rocket Dark Prince
Rocket
Hog Rider
Dark Prince
Archers Arrows Musketeer Hog Rider

Defense Synergies 2 5

Archers
Knight Dark Prince
Arrows
Knight Barbarians Dark Prince
Knight
Archers Musketeer Arrows
Barbarians
Arrows
Musketeer
Knight Dark Prince
Hog Rider
Rocket
Dark Prince
Archers Arrows 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.

Rocket Knight Musketeer
Barbarians Knight Musketeer Dark Prince
Barbarians Rocket Archers Knight Musketeer Dark Prince
Barbarians Knight Musketeer Dark Prince
Arrows Barbarians Rocket Dark Prince
Arrows Archers Musketeer Dark Prince
Musketeer Rocket Archers Arrows
Rocket Arrows Barbarians Musketeer
Barbarians Musketeer
Knight Archers Barbarians Musketeer Dark Prince
Archers Barbarians Arrows Knight Musketeer Dark Prince
Arrows Musketeer Archers
Barbarians Knight Musketeer Rocket Dark Prince
Rocket Arrows Barbarians Dark Prince
Barbarians Knight
Barbarians Rocket
Barbarians Arrows Knight Musketeer Dark Prince
Arrows Archers Knight Barbarians Musketeer Dark Prince
Arrows Archers Knight Barbarians Musketeer Dark Prince
Barbarians Musketeer
Dark Prince Archers Arrows Knight Barbarians Musketeer

Counters to secondary win conditions

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

Knight Barbarians Archers Dark Prince
Archers Arrows Knight Musketeer Rocket
Barbarians Knight Musketeer Rocket Dark Prince
Rocket Dark Prince Knight Barbarians Musketeer
Barbarians Knight Musketeer Dark Prince
Arrows Rocket Archers Musketeer
Rocket Dark Prince Archers Knight Barbarians Musketeer
Knight Barbarians Dark Prince
Rocket Knight Barbarians Dark Prince
Barbarians Musketeer
Knight Barbarians Musketeer Dark Prince
Rocket Arrows Barbarians Dark Prince
Barbarians Rocket Dark Prince Knight
Archers Barbarians Musketeer
Barbarians Archers Knight Musketeer Rocket Dark Prince
Arrows Archers Barbarians Musketeer Dark Prince

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 Knight Musketeer Rocket
Arrows Musketeer
Rocket Arrows
Arrows Knight Barbarians Musketeer Rocket Dark Prince
Rocket Arrows Dark Prince
Arrows Musketeer Rocket
Archers Arrows Musketeer
Arrows
Arrows
Rocket Musketeer
Rocket Arrows Knight Musketeer Dark Prince
Archers Arrows Musketeer Rocket
Rocket Knight Musketeer
Arrows Musketeer Rocket
Arrows Musketeer
Rocket Arrows Musketeer
Arrows Musketeer Rocket
Arrows Rocket
Rocket
Rocket Archers Arrows Musketeer Dark Prince
Rocket Arrows
Rocket Musketeer
Rocket Arrows
Rocket Musketeer
Rocket Arrows Barbarians Musketeer
Arrows Dark Prince
Arrows Musketeer
Arrows Musketeer
Rocket Arrows Musketeer
Archers Arrows Musketeer
Rocket Musketeer
Arrows Musketeer Rocket
Rocket Arrows
Rocket Arrows
Archers Barbarians Musketeer Rocket Dark Prince
Rocket Archers Arrows Musketeer
Arrows
Knight Musketeer Rocket Dark Prince
Arrows Musketeer
Rocket Arrows
Musketeer Dark Prince
Musketeer Rocket
Musketeer Rocket
Musketeer Rocket Dark Prince

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