My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Musketeer Baby Dragon

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 Giant Baby Dragon

Offensive cards

Win conditions

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

Giant

Damage spells

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

Fireball The Log

Punishments

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

Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Giant Baby Dragon

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 Giant Skeleton Army
Giant Snowball
Archers Musketeer Skeleton Army Baby Dragon
Zap
Archers Skeleton Army
Barbarian Barrel
Archers Knight Musketeer Skeleton Army
The Log
Archers Musketeer Skeleton Army
Earthquake
Archers Skeleton Army
Arrows
Archers Skeleton Army
Royal Delivery
Archers Knight Musketeer Skeleton Army Baby Dragon
Fireball
Archers Musketeer Skeleton Army Baby Dragon
Poison
Archers Musketeer Skeleton Army
Lightning
Knight Musketeer Baby Dragon
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Baby Dragon The Log

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 Skeleton Army Baby Dragon

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.

Fireball Skeleton Army

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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Archers Knight Skeleton Army Fireball Musketeer Baby Dragon Giant

Shortest cycle

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

11 The Log Archers Knight Skeleton Army

Attack Synergies 4 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.

Archers
Knight Giant Baby Dragon
Knight
Archers Musketeer Baby Dragon Fireball The Log
Fireball
Knight Giant Baby Dragon The Log
Musketeer
Knight Giant Baby Dragon The Log
Giant
Musketeer Archers Fireball Baby Dragon The Log
Skeleton Army
Baby Dragon
Knight Archers Fireball Musketeer Giant
The Log
Knight Fireball Musketeer Giant

Defense Synergies 4 12

Archers
Knight Skeleton Army Baby Dragon The Log
Knight
Archers Musketeer Fireball Skeleton Army Baby Dragon The Log
Fireball
The Log Knight Musketeer
Musketeer
Knight The Log Fireball Skeleton Army Baby Dragon
Giant
Skeleton Army
Archers Knight Musketeer The Log
Baby Dragon
Archers Knight Musketeer The Log
The Log
Fireball Musketeer Archers Knight Skeleton Army Baby Dragon

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 Fireball Musketeer Baby Dragon The Log
Skeleton Army Knight Musketeer The Log
Skeleton Army Archers Knight Musketeer
Skeleton Army Knight Musketeer
Fireball Skeleton Army The Log
Fireball Skeleton Army The Log Archers Musketeer Baby Dragon
Musketeer Archers Fireball Baby Dragon
Fireball Musketeer Baby Dragon The Log
Musketeer Skeleton Army
Knight Skeleton Army Archers Musketeer
Archers Skeleton Army Knight Fireball Musketeer Baby Dragon The Log
Musketeer Archers Fireball Baby Dragon
Skeleton Army Knight Fireball Musketeer The Log
Fireball Skeleton Army Baby Dragon The Log
Skeleton Army Knight
Skeleton Army Fireball The Log
Knight Fireball Musketeer Skeleton Army
Fireball Archers Knight Musketeer Skeleton Army Baby Dragon The Log
Baby Dragon The Log Archers Knight Fireball Musketeer
Musketeer
Skeleton Army Archers Knight Fireball Musketeer Baby Dragon The Log

Counters to secondary win conditions

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

Knight Skeleton Army Archers Fireball
Fireball Archers Knight Musketeer Baby Dragon The Log
Skeleton Army Knight Musketeer The Log
Skeleton Army Knight Fireball Musketeer The Log
Knight Musketeer Skeleton Army
Fireball Archers Musketeer Baby Dragon
Skeleton Army Archers Knight Fireball Musketeer
Knight Skeleton Army
Knight Fireball Skeleton Army Baby Dragon The Log
Musketeer Skeleton Army
Knight Musketeer
Skeleton Army Fireball The Log
Skeleton Army Knight Fireball
Archers Fireball Musketeer Skeleton Army Baby Dragon
Skeleton Army Archers Knight Fireball Musketeer Baby Dragon The Log
Archers Fireball Musketeer Baby Dragon The Log

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.)

Fireball Knight Musketeer Baby Dragon The Log
Fireball Musketeer Baby Dragon The Log
Fireball Baby Dragon The Log
Knight Fireball Musketeer The Log
Fireball Baby Dragon The Log
Fireball Musketeer Baby Dragon
Archers Musketeer Baby Dragon The Log
Fireball The Log Baby Dragon
Fireball The Log
Fireball Musketeer
Knight Fireball Musketeer The Log
Fireball Archers Musketeer Baby Dragon
Knight Fireball Musketeer Baby Dragon The Log
Fireball Musketeer Baby Dragon
Fireball Musketeer Baby Dragon The Log
Fireball Musketeer Baby Dragon The Log
Fireball Musketeer Baby Dragon The Log
Fireball
Archers Fireball Musketeer Baby Dragon The Log
Fireball Baby Dragon The Log
Fireball Musketeer Baby Dragon The Log
Fireball
Musketeer The Log
Fireball Musketeer Baby Dragon The Log
The Log Fireball Baby Dragon
Fireball The Log Musketeer Baby Dragon
Fireball Musketeer Baby Dragon The Log
Fireball Musketeer Baby Dragon The Log
Archers Fireball Musketeer Baby Dragon
Fireball Musketeer
Fireball
Fireball Musketeer The Log
Fireball
Fireball The Log
Archers Fireball Musketeer Skeleton Army
Fireball Archers Musketeer Baby Dragon
The Log Fireball
Fireball Knight Musketeer Baby Dragon
The Log Fireball Musketeer Baby Dragon
Fireball
Musketeer
Fireball Musketeer Baby Dragon The Log
Fireball Musketeer
Fireball Musketeer Baby Dragon The Log

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