My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Wizard Three Musketeers Ice 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.

Royal Giant Wizard Three Musketeers Ice Wizard

Offensive cards

Win conditions

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

Royal Giant Three Musketeers

Damage spells

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

Fireball Rocket The Log

Punishments

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

Royal Giant

Pump responses

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

Fireball Rocket

Dropped at the bridge

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

Barbarians Royal Giant

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 Giant Three Musketeers
Giant Snowball
Barbarians Three Musketeers
Zap
Royal Giant Three Musketeers
Barbarian Barrel
Barbarians Wizard Three Musketeers Ice Wizard
The Log
Barbarians Royal Giant Three Musketeers
Earthquake
Barbarians
Arrows
Royal Delivery
Barbarians Wizard Three Musketeers Ice Wizard
Fireball
Barbarians Wizard Three Musketeers Ice Wizard
Poison
Barbarians Wizard Three Musketeers Ice Wizard
Lightning
Wizard Three Musketeers Ice Wizard
Rocket
Barbarians Wizard Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Rocket Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Rocket The Log Ice Wizard

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.

Rocket Ice Wizard

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.

Royal Giant 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 Wizard Three Musketeers Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

The Log Ice Wizard Fireball Barbarians Wizard Royal Giant Rocket Three Musketeers

Shortest cycle

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

14 The Log Ice Wizard Fireball Barbarians

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.

Barbarians
Royal Giant
Fireball Ice Wizard Wizard Rocket The Log
Fireball
Royal Giant The Log
Wizard
Royal Giant
Rocket
Royal Giant
Three Musketeers
The Log
The Log
Royal Giant Fireball Three Musketeers
Ice Wizard
Royal Giant

Defense Synergies 1 6

Barbarians
Royal Giant
Fireball
The Log Ice Wizard
Wizard
The Log Ice Wizard
Rocket
The Log
Three Musketeers
The Log
The Log
Fireball Wizard Rocket Three Musketeers Ice Wizard
Ice Wizard
Fireball Wizard The Log

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 Fireball Wizard The Log
Barbarians Three Musketeers The Log Ice Wizard
Barbarians Rocket Three Musketeers Ice Wizard
Barbarians Three Musketeers Ice Wizard
Barbarians Fireball Rocket The Log
Fireball The Log Ice Wizard
Rocket Three Musketeers Fireball Wizard Ice Wizard
Rocket Barbarians Fireball The Log
Barbarians Three Musketeers Ice Wizard
Barbarians Ice Wizard
Barbarians Ice Wizard Fireball Wizard The Log
Three Musketeers Fireball Wizard Ice Wizard
Barbarians Fireball Wizard Rocket Three Musketeers The Log Ice Wizard
Fireball Wizard Rocket Three Musketeers Barbarians The Log
Barbarians Three Musketeers
Barbarians Rocket Fireball Three Musketeers The Log
Barbarians Wizard Three Musketeers Fireball
Fireball Barbarians Wizard Three Musketeers The Log Ice Wizard
Wizard The Log Barbarians Fireball Ice Wizard
Barbarians Three Musketeers
Wizard Barbarians Fireball The Log

Counters to secondary win conditions

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

Barbarians Fireball
Fireball Wizard Rocket The Log
Barbarians Rocket The Log
Rocket Barbarians Fireball The Log
Barbarians Three Musketeers
Fireball Wizard Rocket Three Musketeers Ice Wizard
Rocket Barbarians Fireball Ice Wizard
Barbarians
Rocket Barbarians Fireball The Log
Barbarians Three Musketeers
Barbarians
Rocket Barbarians Fireball The Log
Barbarians Rocket Fireball Wizard Three Musketeers
Wizard Barbarians Fireball Three Musketeers
Barbarians Fireball Rocket Three Musketeers The Log
Barbarians Fireball Wizard The Log Ice 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.)

Fireball Rocket The Log
Fireball The Log Ice Wizard
Rocket Fireball The Log
Barbarians Fireball Rocket The Log
Fireball Wizard Rocket The Log
Fireball Wizard Rocket Ice Wizard
Wizard The Log
Fireball The Log Wizard Ice Wizard
Fireball The Log Wizard
Rocket Fireball Three Musketeers
Rocket Fireball Wizard The Log
Fireball Wizard Rocket
Rocket Fireball Three Musketeers The Log
Fireball Rocket
Fireball The Log
Rocket Fireball Wizard Three Musketeers The Log
Fireball Wizard Rocket Three Musketeers The Log
Fireball Rocket Three Musketeers
Rocket
Rocket Fireball Wizard Three Musketeers The Log
Rocket Fireball Wizard The Log
Rocket Fireball The Log
Rocket Fireball Wizard
Rocket The Log
Rocket Barbarians Fireball The Log
The Log Fireball Wizard Ice Wizard
Fireball The Log Wizard Ice Wizard
Fireball Wizard The Log
Fireball Rocket The Log
Fireball Wizard Ice Wizard
Rocket Fireball Wizard
Fireball
Fireball Wizard Rocket The Log
Rocket Fireball
Rocket Fireball Wizard The Log
Barbarians Fireball Rocket
Fireball Rocket Wizard Three Musketeers Ice Wizard
The Log Fireball
Fireball Wizard Rocket Three Musketeers
The Log Fireball Wizard
Rocket Fireball
Three Musketeers
Fireball Rocket The Log
Fireball Rocket
Fireball Rocket The Log

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