My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Musketeer Wizard Electro Wizard

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.

Musketeer Giant Wizard Electro Wizard

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.

Zap Rocket

Punishments

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

Elite Barbarians Giant

Pump responses

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

Rocket

Dropped at the bridge

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

Fire Spirit Elite Barbarians 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.

Elite Barbarians Electro Wizard

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
Elite Barbarians Giant
Giant Snowball
Fire Spirit Musketeer
Zap
Fire Spirit
Barbarian Barrel
Fire Spirit Elite Barbarians Musketeer Wizard Electro Wizard
The Log
Fire Spirit Elite Barbarians Musketeer
Earthquake
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Elite Barbarians Musketeer Wizard Electro Wizard
Fireball
Elite Barbarians Musketeer Wizard Electro Wizard
Poison
Musketeer Wizard Electro Wizard
Lightning
Elite Barbarians Musketeer Wizard Electro Wizard
Rocket
Elite Barbarians Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard Rocket

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.

Fire Spirit Rocket

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.

Elite Barbarians

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.

Fire Spirit Musketeer Wizard Electro Wizard

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.

Fire Spirit Zap Musketeer Electro Wizard Giant Wizard Elite Barbarians Rocket

Shortest cycle

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

11 Fire Spirit Zap Musketeer Electro Wizard

Attack Synergies 4 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.

Fire Spirit
Zap Elite Barbarians Giant
Zap
Elite Barbarians Giant Electro Wizard Fire Spirit Musketeer
Elite Barbarians
Zap Fire Spirit Wizard
Musketeer
Giant Zap
Giant
Zap Musketeer Fire Spirit Wizard Rocket Electro Wizard
Wizard
Elite Barbarians Giant
Rocket
Giant
Electro Wizard
Zap Giant

Defense Synergies 1 7

Fire Spirit
Zap Electro Wizard
Zap
Electro Wizard Fire Spirit Elite Barbarians Musketeer
Elite Barbarians
Zap Wizard
Musketeer
Zap Electro Wizard
Giant
Wizard
Elite Barbarians Electro Wizard
Rocket
Electro Wizard
Zap Fire Spirit Musketeer Wizard

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.

Rocket Zap Musketeer Wizard Electro Wizard
Elite Barbarians Zap Musketeer Electro Wizard
Rocket Fire Spirit Elite Barbarians Musketeer Electro Wizard
Elite Barbarians Musketeer Electro Wizard
Elite Barbarians Rocket
Fire Spirit Zap Musketeer Electro Wizard
Musketeer Rocket Electro Wizard Fire Spirit Zap Wizard
Rocket Zap Musketeer Electro Wizard
Elite Barbarians Musketeer
Elite Barbarians Fire Spirit Musketeer Electro Wizard
Electro Wizard Zap Musketeer Wizard
Musketeer Zap Wizard Electro Wizard
Fire Spirit Zap Elite Barbarians Musketeer Wizard Rocket Electro Wizard
Fire Spirit Wizard Rocket Zap Electro Wizard
Elite Barbarians Electro Wizard
Rocket Zap Elite Barbarians Electro Wizard
Wizard Elite Barbarians Musketeer Electro Wizard
Fire Spirit Zap Elite Barbarians Musketeer Wizard Electro Wizard
Zap Wizard Fire Spirit Musketeer Electro Wizard
Elite Barbarians Musketeer Electro Wizard
Wizard Fire Spirit Elite Barbarians Musketeer Electro Wizard

Counters to secondary win conditions

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

Zap Elite Barbarians Electro Wizard
Electro Wizard Zap Elite Barbarians Musketeer Wizard Rocket
Zap Elite Barbarians Musketeer Rocket Electro Wizard
Rocket Zap Elite Barbarians Musketeer Electro Wizard
Elite Barbarians Musketeer
Fire Spirit Wizard Rocket Zap Musketeer Electro Wizard
Rocket Elite Barbarians Musketeer Electro Wizard
Elite Barbarians
Zap Rocket Electro Wizard Elite Barbarians
Musketeer
Elite Barbarians Musketeer
Rocket Zap Elite Barbarians Electro Wizard
Elite Barbarians Rocket Wizard
Wizard Musketeer
Elite Barbarians Electro Wizard Zap Musketeer Rocket
Zap Elite Barbarians Musketeer Wizard Electro Wizard

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 Rocket
Zap Musketeer Electro Wizard
Rocket
Musketeer Rocket
Wizard Rocket Fire Spirit Zap
Wizard Fire Spirit Zap Musketeer Rocket
Fire Spirit Musketeer Wizard
Fire Spirit Zap Wizard
Zap Wizard
Rocket Fire Spirit Elite Barbarians Musketeer Electro Wizard
Rocket Zap Musketeer Wizard Electro Wizard
Fire Spirit Zap Musketeer Wizard Rocket
Rocket Fire Spirit Elite Barbarians Musketeer
Musketeer Rocket
Zap Elite Barbarians Musketeer
Rocket Zap Musketeer Wizard
Musketeer Wizard Rocket
Rocket
Rocket
Rocket Fire Spirit Zap Musketeer Wizard Electro Wizard
Rocket Fire Spirit Zap Wizard
Rocket Musketeer
Rocket Wizard
Rocket Musketeer
Rocket Zap Musketeer
Zap Fire Spirit Wizard
Zap Musketeer Wizard Electro Wizard
Zap Musketeer Wizard
Rocket Zap Musketeer
Elite Barbarians Fire Spirit Zap Musketeer Wizard Electro Wizard
Zap Rocket Electro Wizard Musketeer Wizard
Elite Barbarians
Zap Musketeer Wizard Rocket
Zap Rocket Electro Wizard
Rocket Wizard
Zap Electro Wizard Fire Spirit Musketeer Rocket
Rocket Fire Spirit Zap Musketeer Wizard Electro Wizard
Musketeer Wizard Rocket Electro Wizard
Zap Musketeer Wizard
Rocket Zap
Elite Barbarians Musketeer
Zap Elite Barbarians Musketeer Rocket Electro Wizard
Zap Musketeer Rocket Electro Wizard
Zap Musketeer Rocket Electro Wizard

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