My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Ice Golem Musketeer Flying Machine

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.

Skeletons Archers Ice Golem Musketeer Flying Machine Giant

Offensive cards

Win conditions

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

Hog Rider 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.

Hog Rider Giant

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.

Ice Golem Flying Machine Hog Rider Giant

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

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
Skeletons Archers Hog Rider Giant
Giant Snowball
Skeletons Archers Musketeer Flying Machine Hog Rider
Zap
Skeletons Archers Flying Machine
Barbarian Barrel
Skeletons Archers Musketeer
The Log
Skeletons Archers Musketeer Hog Rider
Earthquake
Skeletons Archers Hog Rider
Arrows
Skeletons Archers Flying Machine
Royal Delivery
Skeletons Archers Musketeer Flying Machine Hog Rider
Fireball
Archers Musketeer Flying Machine Hog Rider
Poison
Archers Musketeer Flying Machine
Lightning
Ice Golem Musketeer
Rocket
Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem 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.

Ice Golem

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.

Ice Golem 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.

Skeletons Ice Golem The Log Archers Musketeer Flying Machine Hog Rider Giant

Shortest cycle

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

8 Skeletons Ice Golem The Log Archers

Attack Synergies 6 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.

Skeletons
Archers
Ice Golem Hog Rider Giant
Ice Golem
Archers Musketeer Hog Rider Flying Machine
Musketeer
Ice Golem Hog Rider Giant The Log
Flying Machine
Ice Golem Hog Rider Giant
Hog Rider
Ice Golem Musketeer The Log Archers Flying Machine Giant
Giant
Musketeer Archers Flying Machine Hog Rider The Log
The Log
Hog Rider Musketeer Giant

Defense Synergies 4 9

Skeletons
Musketeer Archers Ice Golem Flying Machine The Log
Archers
Ice Golem Skeletons The Log
Ice Golem
Archers Musketeer Skeletons Flying Machine The Log
Musketeer
Skeletons Ice Golem The Log Flying Machine
Flying Machine
Skeletons Ice Golem Musketeer The Log
Hog Rider
Giant
The Log
Musketeer Skeletons Archers Ice Golem Flying Machine

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.

Ice Golem Musketeer Flying Machine The Log
Skeletons Musketeer Flying Machine The Log
Skeletons Archers Musketeer
Skeletons Musketeer
The Log
The Log Skeletons Archers Musketeer Flying Machine
Musketeer Archers Flying Machine
Ice Golem Musketeer Flying Machine The Log
Skeletons Musketeer
Skeletons Archers Ice Golem Musketeer
Archers Skeletons Ice Golem Musketeer Flying Machine The Log
Musketeer Archers Flying Machine
Skeletons Musketeer Flying Machine The Log
The Log
The Log
Skeletons Musketeer
Archers Musketeer Flying Machine The Log
The Log Archers Ice Golem Musketeer Flying Machine
Musketeer
Archers Musketeer Flying Machine The Log

Counters to secondary win conditions

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

Skeletons Archers Ice Golem
Archers Ice Golem Musketeer Flying Machine The Log
Skeletons Ice Golem Musketeer The Log
Ice Golem Musketeer The Log
Skeletons Musketeer
Skeletons Archers Ice Golem Musketeer Flying Machine
Skeletons Archers Ice Golem Musketeer Flying Machine
Skeletons Ice Golem Flying Machine The Log
Skeletons Musketeer
Musketeer Flying Machine
The Log
Skeletons Ice Golem
Archers Musketeer Flying Machine
Skeletons Archers Ice Golem Musketeer Flying Machine The Log
Archers Ice Golem Musketeer Flying Machine 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.)

Ice Golem Musketeer Flying Machine The Log
Musketeer Flying Machine The Log
Flying Machine The Log
Ice Golem Musketeer Flying Machine The Log
The Log
Ice Golem Musketeer Flying Machine
Archers Musketeer Flying Machine The Log
The Log Ice Golem Flying Machine
The Log Flying Machine
Musketeer
Musketeer Flying Machine The Log
Archers Musketeer Flying Machine
Flying Machine Ice Golem Musketeer The Log
Musketeer Flying Machine
Ice Golem Musketeer Flying Machine The Log
Musketeer Flying Machine The Log
Musketeer Flying Machine The Log
Archers Musketeer Flying Machine The Log
Flying Machine The Log
Musketeer The Log
Musketeer The Log
Musketeer Flying Machine The Log
Ice Golem The Log
The Log Musketeer Flying Machine
Musketeer Flying Machine The Log
Musketeer The Log
Archers Ice Golem Musketeer Flying Machine
Musketeer Flying Machine
Musketeer The Log
The Log
Archers Musketeer Flying Machine
Archers Musketeer Flying Machine
The Log
Musketeer Flying Machine
The Log Ice Golem Musketeer Flying Machine
Musketeer Flying Machine
Musketeer Flying Machine The Log
Musketeer Flying Machine
Musketeer Flying Machine The Log

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