My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Three Musketeers

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.

Bats Battle Ram Three Musketeers Prince Lumberjack Mighty Miner

Offensive cards

Win conditions

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

Battle Ram Three Musketeers

Damage spells

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

Zap Arrows

Punishments

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

Battle Ram Prince Lumberjack

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.

Battle Ram Prince Lumberjack Mighty Miner

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.

Lumberjack Mighty Miner

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
Bats Battle Ram Three Musketeers Prince Mighty Miner
Giant Snowball
Bats Battle Ram Three Musketeers Lumberjack Mighty Miner
Zap
Bats Battle Ram Three Musketeers Prince Mighty Miner
Barbarian Barrel
Battle Ram Three Musketeers Lumberjack
The Log
Battle Ram Three Musketeers Prince Lumberjack
Earthquake
Arrows
Bats
Royal Delivery
Bats Battle Ram Three Musketeers Prince Lumberjack
Fireball
Battle Ram Three Musketeers Lumberjack Mighty Miner
Poison
Bats Three Musketeers
Lightning
Battle Ram Three Musketeers Prince Lumberjack Mighty Miner
Rocket
Three Musketeers Prince Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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.

Bats Arrows Battle Ram Prince Mighty Miner

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.

Three Musketeers

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.

Bats Zap Arrows Battle Ram Lumberjack Mighty Miner Prince Three Musketeers

Shortest cycle

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

11 Bats Zap Arrows Battle Ram

Attack Synergies 3 14

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.

Bats
Zap Battle Ram Prince Lumberjack
Zap
Arrows Battle Ram Prince Bats Three Musketeers Lumberjack Mighty Miner
Arrows
Zap Battle Ram Prince Lumberjack Mighty Miner
Battle Ram
Zap Bats Arrows Three Musketeers Lumberjack
Three Musketeers
Zap Battle Ram
Prince
Zap Bats Arrows Lumberjack
Lumberjack
Bats Zap Arrows Battle Ram Prince
Mighty Miner
Zap Arrows

Defense Synergies 0 10

Bats
Zap Prince Lumberjack
Zap
Bats Arrows Three Musketeers Prince Lumberjack Mighty Miner
Arrows
Zap Prince Lumberjack
Battle Ram
Three Musketeers
Zap
Prince
Bats Zap Arrows
Lumberjack
Bats Zap Arrows
Mighty Miner
Zap

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.

Zap
Lumberjack Bats Zap Three Musketeers Prince
Three Musketeers Prince Lumberjack Bats
Three Musketeers Prince Lumberjack Bats
Arrows Prince Lumberjack
Arrows Bats Zap Lumberjack
Bats Three Musketeers Zap Arrows
Zap Arrows
Three Musketeers Mighty Miner Prince Lumberjack
Prince Lumberjack
Bats Zap Arrows Lumberjack
Arrows Three Musketeers Bats Zap
Prince Lumberjack Bats Zap Three Musketeers
Three Musketeers Bats Zap Arrows Prince Lumberjack
Three Musketeers Prince Lumberjack
Zap Three Musketeers Prince Lumberjack
Three Musketeers Bats Arrows Prince Lumberjack
Arrows Bats Zap Three Musketeers Prince Lumberjack
Zap Arrows Bats Lumberjack
Three Musketeers Prince Lumberjack
Bats Arrows Prince Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap Prince
Zap Arrows Prince Lumberjack
Lumberjack Bats Zap Prince
Prince Lumberjack Bats Zap
Three Musketeers Prince Lumberjack Mighty Miner
Arrows Bats Zap Three Musketeers
Prince Bats Lumberjack
Mighty Miner Prince Lumberjack
Zap Bats Prince
Three Musketeers
Bats Prince Lumberjack
Zap Arrows Prince
Prince Three Musketeers Lumberjack
Three Musketeers
Bats Zap Three Musketeers Prince Lumberjack Mighty Miner
Bats Arrows Zap Mighty Miner

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
Arrows Zap
Arrows
Arrows Prince
Zap Arrows
Arrows Bats Zap
Arrows
Arrows Zap
Arrows Zap
Bats Three Musketeers Prince Lumberjack
Zap Arrows Prince
Zap Arrows
Three Musketeers
Arrows
Zap Arrows Prince
Zap Arrows Three Musketeers
Arrows Three Musketeers
Arrows Three Musketeers
Bats
Zap Arrows Three Musketeers Prince
Zap Arrows
Prince
Arrows
Prince
Zap Arrows
Zap Arrows
Arrows Zap
Zap Arrows Prince
Zap Arrows
Bats Zap Arrows
Zap Bats
Zap Arrows
Zap Arrows
Mighty Miner Prince
Arrows
Zap Bats Prince
Zap Arrows Three Musketeers
Arrows
Three Musketeers Prince Lumberjack
Arrows Zap
Zap Arrows
Three Musketeers Prince
Zap Bats
Bats Zap
Zap Prince

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