My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
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.

Minions Musketeer Wizard Inferno 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.

Knight Musketeer Giant Wizard Inferno Dragon Lumberjack

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.

Fireball

Punishments

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

Giant Lumberjack

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.

Knight Giant Lumberjack

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

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
Minions Giant Inferno Dragon
Giant Snowball
Minions Musketeer Inferno Dragon Lumberjack
Zap
Minions Inferno Dragon
Barbarian Barrel
Knight Musketeer Wizard Lumberjack
The Log
Musketeer Lumberjack
Earthquake
Arrows
Minions
Royal Delivery
Knight Minions Musketeer Wizard Inferno Dragon Lumberjack
Fireball
Minions Musketeer Wizard Inferno Dragon Lumberjack
Poison
Minions Musketeer Wizard
Lightning
Knight Musketeer Wizard Inferno Dragon Lumberjack
Rocket
Musketeer Wizard Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard

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.

Knight Inferno Dragon

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.

Minions Fireball Musketeer 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.

Knight Minions Fireball Musketeer Inferno Dragon Lumberjack Giant Wizard

Shortest cycle

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

14 Knight Minions Fireball Musketeer

Attack Synergies 4 10

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.

Knight
Minions Musketeer Fireball Wizard Lumberjack
Minions
Knight Giant Inferno Dragon Lumberjack
Fireball
Knight Giant
Musketeer
Knight Giant Lumberjack
Giant
Minions Musketeer Fireball Wizard Lumberjack
Wizard
Knight Giant Lumberjack
Inferno Dragon
Minions
Lumberjack
Knight Minions Musketeer Giant Wizard

Defense Synergies 3 8

Knight
Minions Musketeer Fireball Wizard Lumberjack
Minions
Knight Musketeer Lumberjack
Fireball
Knight Musketeer Lumberjack
Musketeer
Knight Lumberjack Minions Fireball
Giant
Wizard
Knight Lumberjack
Inferno Dragon
Lumberjack
Musketeer Knight Minions Fireball 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.

Knight Minions Fireball Musketeer Wizard
Inferno Dragon Lumberjack Knight Minions Musketeer
Lumberjack Knight Minions Musketeer Inferno Dragon
Inferno Dragon Lumberjack Knight Minions Musketeer
Fireball Lumberjack
Fireball Minions Musketeer Lumberjack
Minions Musketeer Inferno Dragon Fireball Wizard
Fireball Musketeer
Inferno Dragon Minions Musketeer Lumberjack
Knight Musketeer Lumberjack
Minions Knight Fireball Musketeer Wizard Lumberjack
Minions Musketeer Inferno Dragon Fireball Wizard
Lumberjack Knight Minions Fireball Musketeer Wizard
Fireball Wizard Minions Lumberjack
Inferno Dragon Knight Lumberjack
Fireball Inferno Dragon Lumberjack
Wizard Knight Minions Fireball Musketeer Lumberjack
Fireball Knight Minions Musketeer Wizard Lumberjack
Wizard Knight Minions Fireball Musketeer Inferno Dragon Lumberjack
Musketeer Inferno Dragon Lumberjack
Wizard Knight Minions Fireball Musketeer Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack Fireball
Fireball Knight Musketeer Wizard Inferno Dragon Lumberjack
Lumberjack Knight Minions Musketeer
Lumberjack Knight Fireball Musketeer
Knight Musketeer Inferno Dragon Lumberjack
Fireball Wizard Minions Musketeer
Knight Minions Fireball Musketeer Lumberjack
Knight Inferno Dragon Lumberjack
Knight Minions Fireball Inferno Dragon
Musketeer Inferno Dragon
Inferno Dragon Knight Minions Musketeer Lumberjack
Fireball
Knight Fireball Wizard Lumberjack
Wizard Fireball Musketeer
Knight Minions Fireball Musketeer Inferno Dragon Lumberjack
Minions Fireball Musketeer Wizard Inferno Dragon

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 Knight Musketeer
Fireball Musketeer
Fireball
Knight Fireball Musketeer
Fireball Wizard
Fireball Wizard Minions Musketeer
Musketeer Wizard
Fireball Wizard
Fireball Wizard
Minions Fireball Musketeer Lumberjack
Knight Fireball Musketeer Wizard
Fireball Musketeer Wizard
Knight Fireball Musketeer
Minions Fireball Musketeer
Fireball Musketeer
Fireball Musketeer Wizard
Fireball Musketeer Wizard
Fireball
Minions
Fireball Musketeer Wizard
Fireball Wizard
Minions Fireball Musketeer
Fireball Wizard
Musketeer
Fireball Musketeer
Fireball Wizard
Inferno Dragon
Fireball Musketeer Wizard
Fireball Musketeer Wizard
Fireball Musketeer
Fireball Musketeer Wizard
Minions Fireball Musketeer Wizard
Fireball
Fireball Musketeer Wizard
Fireball
Fireball Wizard
Minions Fireball Musketeer
Fireball Musketeer Wizard
Fireball
Fireball Knight Musketeer Wizard Lumberjack
Fireball Musketeer Wizard
Fireball
Musketeer
Minions Fireball Musketeer
Fireball Musketeer
Fireball Musketeer

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