My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
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.

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!

Advanced stuff

Defensive cards

Anti-air

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

Mega Minion Baby Dragon

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.

Mega Minion Baby Dragon Giant Skeleton

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows Fireball Freeze

Punishments

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

Hog Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Barbarians Hog Rider Baby Dragon Giant Skeleton

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 Giant Skeleton

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
Hog Rider Giant Skeleton
Giant Snowball
Barbarians Mega Minion Hog Rider Baby Dragon
Zap
Barbarian Barrel
Barbarians Giant Skeleton
The Log
Barbarians Hog Rider Giant Skeleton
Earthquake
Barbarians Hog Rider
Arrows
Royal Delivery
Barbarians Mega Minion Hog Rider Baby Dragon Giant Skeleton
Fireball
Barbarians Mega Minion Hog Rider Baby Dragon
Poison
Barbarians Mega Minion
Lightning
Mega Minion Baby Dragon
Rocket
Barbarians Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Baby Dragon Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Baby Dragon Freeze

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 Mega Minion Baby Dragon Freeze Giant Skeleton

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.

Fireball

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.

Barbarians Fireball

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.

Arrows Mega Minion Fireball Hog Rider Baby Dragon Freeze Barbarians Giant Skeleton

Shortest cycle

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

14 Arrows Mega Minion Fireball Hog Rider

Attack Synergies 4 12

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
Fireball Hog Rider Mega Minion Freeze Giant Skeleton
Barbarians
Hog Rider
Mega Minion
Arrows Fireball Baby Dragon Giant Skeleton
Fireball
Arrows Hog Rider Mega Minion Baby Dragon Freeze
Hog Rider
Arrows Fireball Freeze Barbarians Baby Dragon Giant Skeleton
Baby Dragon
Mega Minion Fireball Hog Rider Giant Skeleton
Freeze
Hog Rider Arrows Fireball
Giant Skeleton
Arrows Mega Minion Hog Rider Baby Dragon

Defense Synergies 0 9

Arrows
Barbarians Mega Minion Fireball Giant Skeleton
Barbarians
Arrows
Mega Minion
Arrows Baby Dragon Freeze Giant Skeleton
Fireball
Arrows Freeze
Hog Rider
Baby Dragon
Mega Minion Giant Skeleton
Freeze
Mega Minion Fireball
Giant Skeleton
Arrows Mega Minion Baby Dragon

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 Fireball Baby Dragon
Barbarians Mega Minion
Barbarians Mega Minion Freeze Giant Skeleton
Barbarians Mega Minion
Arrows Barbarians Fireball Giant Skeleton
Arrows Fireball Freeze Mega Minion Baby Dragon
Mega Minion Arrows Fireball Baby Dragon Freeze
Arrows Barbarians Fireball Baby Dragon Giant Skeleton
Barbarians
Barbarians Giant Skeleton
Barbarians Arrows Mega Minion Fireball Baby Dragon Freeze Giant Skeleton
Arrows Mega Minion Fireball Baby Dragon
Barbarians Fireball Freeze Giant Skeleton
Fireball Arrows Barbarians Mega Minion Baby Dragon Freeze
Barbarians
Barbarians Fireball Freeze
Barbarians Arrows Fireball
Arrows Fireball Barbarians Mega Minion Baby Dragon
Arrows Baby Dragon Freeze Barbarians Mega Minion Fireball Giant Skeleton
Barbarians
Arrows Barbarians Fireball Baby Dragon Giant Skeleton

Counters to secondary win conditions

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

Barbarians Fireball Giant Skeleton
Fireball Arrows Mega Minion Baby Dragon
Barbarians Giant Skeleton
Giant Skeleton Barbarians Fireball
Barbarians Giant Skeleton
Arrows Fireball Baby Dragon Freeze
Barbarians Mega Minion Fireball Giant Skeleton
Giant Skeleton Barbarians
Freeze Giant Skeleton Barbarians Mega Minion Fireball Baby Dragon
Barbarians Mega Minion
Barbarians Mega Minion Giant Skeleton
Arrows Barbarians Fireball Giant Skeleton
Barbarians Giant Skeleton Fireball
Barbarians Fireball Baby Dragon
Barbarians Mega Minion Fireball Baby Dragon Freeze Giant Skeleton
Arrows Barbarians Mega Minion Fireball Baby Dragon Freeze Giant Skeleton

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.)

Fireball Arrows Baby Dragon Freeze Giant Skeleton
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon Giant Skeleton
Arrows Barbarians Fireball Freeze Giant Skeleton
Fireball Arrows Baby Dragon
Arrows Fireball Mega Minion Baby Dragon Freeze
Arrows Baby Dragon
Arrows Fireball Baby Dragon Freeze
Arrows Fireball
Fireball
Arrows Fireball
Fireball Arrows Baby Dragon
Fireball Baby Dragon
Arrows Fireball Baby Dragon Freeze
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Freeze
Arrows Mega Minion Fireball Baby Dragon
Arrows Fireball Baby Dragon
Fireball Baby Dragon Giant Skeleton
Arrows Fireball
Arrows Barbarians Fireball Baby Dragon
Arrows Freeze Fireball Baby Dragon
Mega Minion
Arrows Fireball Baby Dragon
Fireball Arrows Baby Dragon
Fireball Arrows Baby Dragon
Arrows Fireball Baby Dragon
Mega Minion Fireball Freeze
Mega Minion Fireball
Arrows Fireball
Arrows Fireball Freeze
Giant Skeleton
Arrows Fireball
Barbarians Fireball Freeze
Fireball Arrows Mega Minion Baby Dragon
Freeze
Arrows Fireball
Fireball Mega Minion Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Giant Skeleton
Mega Minion
Fireball Baby Dragon Freeze Giant Skeleton
Fireball
Fireball Baby Dragon Freeze Giant Skeleton

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