My Best Clash Royale Deck

Deck Check Rating

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

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.

Archers Mega Minion Musketeer 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.

Archers Mega Minion Musketeer Giant Witch Prince

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.

The Log

Punishments

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

Giant Prince

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.

Giant 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 Giant Skeleton Army Prince
Giant Snowball
Archers Mega Minion Musketeer Skeleton Army Witch
Zap
Archers Skeleton Army Witch Prince
Barbarian Barrel
Archers Musketeer Skeleton Army Witch
The Log
Archers Musketeer Skeleton Army Witch Prince
Earthquake
Archers Skeleton Army Witch
Arrows
Archers Skeleton Army Witch
Royal Delivery
Archers Mega Minion Musketeer Skeleton Army Witch Prince
Fireball
Archers Mega Minion Musketeer Skeleton Army Witch
Poison
Archers Mega Minion Musketeer Skeleton Army Witch
Lightning
Mega Minion Musketeer Witch Prince
Rocket
Musketeer Witch Prince

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

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.

Mega Minion Skeleton Army Prince

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.

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.

Musketeer Witch

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Archers Mega Minion Skeleton Army Musketeer Giant Witch Prince

Shortest cycle

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

11 The Log Archers Mega Minion Skeleton Army

Attack Synergies 3 8

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
Giant Prince
Mega Minion
Giant
Musketeer
Giant Prince The Log
Giant
Mega Minion Musketeer Prince Archers Witch The Log
Skeleton Army
Witch
Giant Prince
Prince
Giant Archers Musketeer Witch The Log
The Log
Musketeer Giant Prince

Defense Synergies 2 13

Archers
Mega Minion Skeleton Army Witch The Log
Mega Minion
Archers Musketeer Skeleton Army Witch The Log
Musketeer
The Log Mega Minion Skeleton Army
Giant
Skeleton Army
Archers Mega Minion Musketeer Prince The Log
Witch
Archers Mega Minion Prince The Log
Prince
The Log Skeleton Army Witch
The Log
Musketeer Prince Archers Mega Minion Skeleton Army Witch

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.

Mega Minion Musketeer The Log
Skeleton Army Mega Minion Musketeer Witch Prince The Log
Skeleton Army Witch Prince Archers Mega Minion Musketeer
Skeleton Army Witch Prince Mega Minion Musketeer
Skeleton Army Prince The Log
Skeleton Army The Log Archers Mega Minion Musketeer
Mega Minion Musketeer Archers Witch
Musketeer The Log
Witch Musketeer Skeleton Army Prince
Skeleton Army Archers Musketeer Prince
Archers Skeleton Army Witch Mega Minion Musketeer The Log
Mega Minion Musketeer Archers Witch
Skeleton Army Prince Musketeer Witch The Log
Skeleton Army Mega Minion Witch Prince The Log
Skeleton Army Prince
Skeleton Army Prince The Log
Musketeer Skeleton Army Witch Prince
Archers Mega Minion Musketeer Skeleton Army Witch Prince The Log
Witch The Log Archers Mega Minion Musketeer
Musketeer Prince
Skeleton Army Archers Musketeer Witch Prince The Log

Counters to secondary win conditions

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

Skeleton Army Archers Witch Prince
Archers Mega Minion Musketeer Prince The Log
Skeleton Army Musketeer Witch Prince The Log
Skeleton Army Prince Musketeer The Log
Musketeer Skeleton Army Witch Prince
Archers Musketeer Witch
Skeleton Army Prince Archers Mega Minion Musketeer Witch
Skeleton Army Prince
Mega Minion Skeleton Army Witch Prince The Log
Witch Mega Minion Musketeer Skeleton Army
Mega Minion Musketeer Witch Prince
Skeleton Army Prince The Log
Skeleton Army Prince Witch
Archers Musketeer Skeleton Army Witch
Skeleton Army Witch Archers Mega Minion Musketeer Prince The Log
Archers Mega Minion Musketeer Witch 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.)

Musketeer The Log
Musketeer The Log
The Log
Musketeer Prince The Log
The Log
Mega Minion Musketeer Witch
Archers Musketeer Witch The Log
The Log
The Log
Musketeer Prince
Musketeer Prince The Log
Archers Musketeer
Musketeer The Log
Musketeer
Musketeer Prince The Log
Musketeer Witch The Log
Musketeer The Log
Archers Mega Minion Musketeer Prince The Log
Witch The Log
Musketeer Prince The Log
Musketeer Prince The Log
Musketeer The Log
The Log Witch
Mega Minion Witch
The Log Musketeer Witch
Musketeer Witch Prince The Log
Musketeer The Log
Archers Musketeer Witch
Mega Minion Musketeer Witch
Mega Minion
Musketeer The Log
Prince
The Log
Archers Musketeer Skeleton Army Witch Prince
Archers Mega Minion Musketeer Witch
The Log
Mega Minion Musketeer Prince
The Log Musketeer
Mega Minion Musketeer Prince
Musketeer Witch The Log
Musketeer Witch
Musketeer Witch Prince The Log

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