My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Firecracker

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Firecracker Royal Recruits Royal Ghost Golden Knight

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Arrows Void

Punishments

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

Royal Recruits Royal Hogs Royal Ghost Golden Knight

Pump responses

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

Void

Dropped at the bridge

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

Royal Recruits Royal Hogs Royal Ghost

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.

Firecracker Royal Hogs Royal Ghost Golden Knight

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 Recruits Royal Hogs
Giant Snowball
Cannon Royal Recruits Royal Hogs
Zap
Cannon Firecracker Royal Hogs
Barbarian Barrel
Cannon Firecracker Royal Recruits Royal Hogs Royal Ghost
The Log
Cannon Firecracker Royal Recruits Royal Hogs
Earthquake
Cannon Firecracker Royal Hogs
Arrows
Firecracker Royal Recruits Royal Hogs
Royal Delivery
Firecracker Royal Recruits Royal Hogs Royal Ghost
Fireball
Cannon Firecracker Royal Hogs
Poison
Cannon Firecracker Royal Recruits Royal Hogs
Lightning
Cannon
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Royal Ghost

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 Royal Recruits Royal Ghost

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.

Arrows Cannon Firecracker Void Royal Ghost Golden Knight Royal Hogs Royal Recruits

Shortest cycle

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

12 Arrows Cannon Firecracker Void

Attack Synergies 2 5

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 Hogs Void
Cannon
Firecracker
Royal Recruits Royal Hogs
Royal Recruits
Firecracker Royal Hogs Royal Ghost
Royal Hogs
Arrows Firecracker Royal Recruits
Void
Arrows
Royal Ghost
Royal Recruits Golden Knight
Golden Knight
Royal Ghost

Defense Synergies 0 8

Arrows
Cannon Void Golden Knight
Cannon
Arrows Firecracker Royal Recruits Royal Ghost
Firecracker
Cannon Royal Recruits Golden Knight
Royal Recruits
Cannon Firecracker
Royal Hogs
Void
Arrows
Royal Ghost
Cannon
Golden Knight
Arrows Firecracker

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.

Cannon Firecracker Royal Recruits Void Golden Knight
Cannon Firecracker Royal Recruits
Cannon Royal Recruits Void
Cannon Royal Recruits Firecracker
Arrows Firecracker Royal Recruits
Arrows Cannon Firecracker Royal Ghost
Arrows Cannon Firecracker Void
Arrows Cannon Royal Recruits Void Golden Knight
Cannon Royal Recruits
Cannon Firecracker Royal Recruits Royal Ghost
Arrows Cannon Firecracker Royal Recruits Royal Ghost
Arrows Firecracker
Cannon Royal Recruits
Arrows Cannon Firecracker Royal Recruits Royal Ghost Golden Knight
Royal Recruits Cannon
Cannon Royal Recruits
Arrows Cannon Firecracker Royal Recruits
Arrows Cannon Firecracker Royal Recruits Royal Ghost Golden Knight
Arrows Cannon Firecracker Royal Recruits Royal Ghost
Cannon Royal Recruits
Royal Recruits Royal Ghost Arrows Cannon Firecracker

Counters to secondary win conditions

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

Royal Recruits Void Royal Ghost
Void Arrows Firecracker Royal Ghost
Royal Recruits Golden Knight
Royal Recruits
Royal Recruits Cannon
Arrows Firecracker
Royal Recruits Void
Royal Recruits
Royal Recruits Void Firecracker
Royal Recruits Cannon
Royal Recruits Golden Knight
Royal Recruits Arrows Void
Royal Recruits Cannon Golden Knight
Royal Recruits Cannon Firecracker
Royal Recruits Firecracker Golden Knight
Arrows Cannon Firecracker Royal Recruits Royal Ghost Golden Knight

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.)

Void Arrows Firecracker Royal Recruits Royal Ghost Golden Knight
Arrows Firecracker Void Royal Ghost Golden Knight
Arrows Void
Arrows Firecracker Royal Recruits Void
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Void Firecracker Golden Knight
Void
Firecracker Void Arrows Royal Recruits Golden Knight
Void Arrows Firecracker
Firecracker Void Golden Knight
Arrows Firecracker Void
Arrows Firecracker
Arrows Firecracker Golden Knight
Arrows Firecracker Royal Recruits
Arrows
Void Arrows Firecracker
Arrows Firecracker Golden Knight
Void
Arrows Void
Void
Arrows Royal Recruits Void
Arrows Firecracker
Arrows Firecracker Void Royal Ghost Golden Knight
Void Arrows Golden Knight
Void Arrows Firecracker Golden Knight
Arrows Firecracker
Firecracker Void
Void
Void Arrows
Void Arrows Firecracker
Arrows Firecracker
Royal Recruits Void
Arrows Firecracker
Arrows
Void Firecracker
Arrows Firecracker
Void Arrows
Firecracker Royal Recruits
Firecracker Royal Recruits Golden Knight
Firecracker Void
Void Firecracker Royal Recruits Royal Ghost Golden Knight

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