My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Minion Horde Musketeer 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

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 Rage

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.

Missing

Dropped at the bridge

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

Minion Horde 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

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
Minion Horde Elite Barbarians Giant Skeleton Army
Giant Snowball
Minion Horde Musketeer Skeleton Army
Zap
Minion Horde Skeleton Army
Barbarian Barrel
Elite Barbarians Musketeer Wizard Skeleton Army
The Log
Elite Barbarians Musketeer Skeleton Army
Earthquake
Skeleton Army
Arrows
Minion Horde Skeleton Army
Royal Delivery
Minion Horde Elite Barbarians Musketeer Wizard Skeleton Army
Fireball
Minion Horde Elite Barbarians Musketeer Wizard Skeleton Army
Poison
Minion Horde Musketeer Wizard Skeleton Army
Lightning
Elite Barbarians Musketeer Wizard
Rocket
Minion Horde Elite Barbarians Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Rage Skeleton Army

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 Skeleton Army

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.

Minion Horde 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Rage Skeleton Army Musketeer Minion Horde Giant Wizard Elite Barbarians

Shortest cycle

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

11 Zap Rage Skeleton Army Musketeer

Attack Synergies 6 6

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.

Zap
Elite Barbarians Giant Minion Horde Musketeer
Minion Horde
Rage Zap Giant
Elite Barbarians
Zap Rage Wizard
Musketeer
Giant Zap
Giant
Zap Musketeer Rage Minion Horde Wizard
Wizard
Elite Barbarians Giant Rage
Rage
Minion Horde Elite Barbarians Giant Wizard
Skeleton Army

Defense Synergies 0 7

Zap
Minion Horde Elite Barbarians Musketeer Skeleton Army
Minion Horde
Zap
Elite Barbarians
Zap Wizard
Musketeer
Zap Skeleton Army
Giant
Wizard
Elite Barbarians Skeleton Army
Rage
Skeleton Army
Zap 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.

Zap Minion Horde Musketeer Wizard
Minion Horde Elite Barbarians Skeleton Army Zap Musketeer
Minion Horde Skeleton Army Elite Barbarians Musketeer
Minion Horde Elite Barbarians Skeleton Army Musketeer
Elite Barbarians Skeleton Army
Skeleton Army Zap Musketeer
Minion Horde Musketeer Zap Wizard
Zap Musketeer
Minion Horde Elite Barbarians Musketeer Skeleton Army
Elite Barbarians Skeleton Army Minion Horde Musketeer
Minion Horde Skeleton Army Zap Musketeer Wizard
Minion Horde Musketeer Zap Wizard
Minion Horde Skeleton Army Zap Elite Barbarians Musketeer Wizard
Wizard Skeleton Army Zap Minion Horde
Elite Barbarians Skeleton Army Minion Horde
Minion Horde Skeleton Army Zap Elite Barbarians
Minion Horde Wizard Elite Barbarians Musketeer Skeleton Army
Zap Minion Horde Elite Barbarians Musketeer Wizard Skeleton Army
Zap Wizard Musketeer
Elite Barbarians Musketeer
Wizard Skeleton Army Minion Horde Elite Barbarians Musketeer

Counters to secondary win conditions

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

Skeleton Army Zap Elite Barbarians
Zap Elite Barbarians Musketeer Wizard
Skeleton Army Zap Minion Horde Elite Barbarians Musketeer
Skeleton Army Zap Minion Horde Elite Barbarians Musketeer
Minion Horde Elite Barbarians Musketeer Skeleton Army
Wizard Zap Minion Horde Musketeer
Skeleton Army Minion Horde Elite Barbarians Musketeer
Minion Horde Elite Barbarians Skeleton Army
Zap Minion Horde Elite Barbarians Skeleton Army
Minion Horde Musketeer Skeleton Army
Minion Horde Elite Barbarians Musketeer
Skeleton Army Zap Elite Barbarians
Elite Barbarians Skeleton Army Minion Horde Wizard
Wizard Minion Horde Musketeer Skeleton Army
Elite Barbarians Skeleton Army Zap Minion Horde Musketeer
Zap Minion Horde Elite Barbarians Musketeer 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.)

Minion Horde Musketeer
Zap Musketeer
Minion Horde
Musketeer
Wizard Zap Minion Horde
Wizard Zap Minion Horde Musketeer
Minion Horde Musketeer Wizard
Zap Wizard
Zap Wizard
Minion Horde Elite Barbarians Musketeer
Zap Minion Horde Musketeer Wizard
Zap Musketeer Wizard
Elite Barbarians Musketeer
Minion Horde Musketeer
Zap Elite Barbarians Musketeer
Zap Minion Horde Musketeer Wizard
Minion Horde Musketeer Wizard
Minion Horde
Zap Musketeer Wizard
Zap Wizard
Minion Horde Musketeer
Wizard
Musketeer
Zap Minion Horde Musketeer
Zap Wizard
Minion Horde
Zap Musketeer Wizard
Zap Musketeer Wizard
Zap Musketeer
Elite Barbarians Zap Minion Horde Musketeer Wizard
Zap Minion Horde Musketeer Wizard
Minion Horde Elite Barbarians
Zap Minion Horde Musketeer Wizard
Zap Minion Horde
Minion Horde
Wizard
Zap Minion Horde Musketeer Skeleton Army
Zap Musketeer Wizard
Minion Horde Musketeer Wizard
Zap Musketeer Wizard
Zap
Minion Horde Elite Barbarians Musketeer
Zap Minion Horde Elite Barbarians Musketeer
Zap Musketeer
Zap Musketeer

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