My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Fire Spirit Minion Horde Three Musketeers

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 Battle Ram Elixir Collector Three Musketeers

Offensive cards

Win conditions

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

Battle Ram Three Musketeers

Damage spells

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

Arrows

Punishments

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

Battle Ram

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Fire Spirit Knight Barbarians Minion Horde Battle Ram

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 Battle Ram Three Musketeers
Giant Snowball
Fire Spirit Barbarians Minion Horde Battle Ram Three Musketeers
Zap
Fire Spirit Minion Horde Battle Ram Three Musketeers
Barbarian Barrel
Fire Spirit Knight Barbarians Battle Ram Three Musketeers
The Log
Fire Spirit Barbarians Battle Ram Three Musketeers
Earthquake
Barbarians Elixir Collector
Arrows
Fire Spirit Minion Horde
Royal Delivery
Fire Spirit Knight Barbarians Minion Horde Battle Ram Three Musketeers
Fireball
Barbarians Minion Horde Battle Ram Elixir Collector Three Musketeers
Poison
Barbarians Minion Horde Elixir Collector Three Musketeers
Lightning
Knight Battle Ram Elixir Collector Three Musketeers
Rocket
Barbarians Minion Horde Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows

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 Arrows Knight Battle Ram Elixir Collector

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 Barbarians Minion Horde Three Musketeers

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Arrows Knight Battle Ram Barbarians Minion Horde Elixir Collector Three Musketeers

Shortest cycle

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

11 Fire Spirit Arrows Knight Battle Ram

Attack Synergies 2 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
Knight Battle Ram Three Musketeers
Arrows
Knight Battle Ram
Knight
Battle Ram Three Musketeers Fire Spirit Arrows Minion Horde
Barbarians
Minion Horde
Knight Battle Ram
Battle Ram
Knight Fire Spirit Arrows Minion Horde Three Musketeers
Elixir Collector
Three Musketeers
Knight Fire Spirit Battle Ram

Defense Synergies 1 5

Fire Spirit
Knight
Arrows
Knight Barbarians
Knight
Fire Spirit Arrows Minion Horde Three Musketeers
Barbarians
Arrows Minion Horde
Minion Horde
Knight Barbarians
Battle Ram
Elixir Collector
Three Musketeers
Knight

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 Minion Horde
Barbarians Minion Horde Knight Three Musketeers
Barbarians Minion Horde Three Musketeers Fire Spirit Knight
Barbarians Minion Horde Three Musketeers Knight
Arrows Barbarians
Arrows Fire Spirit
Minion Horde Three Musketeers Fire Spirit Arrows
Arrows Barbarians
Barbarians Minion Horde Three Musketeers
Knight Fire Spirit Barbarians Minion Horde
Barbarians Minion Horde Arrows Knight
Arrows Minion Horde Three Musketeers
Barbarians Minion Horde Fire Spirit Knight Three Musketeers
Fire Spirit Three Musketeers Arrows Barbarians Minion Horde
Barbarians Knight Minion Horde Three Musketeers
Barbarians Minion Horde Three Musketeers
Barbarians Minion Horde Three Musketeers Arrows Knight
Fire Spirit Arrows Knight Barbarians Minion Horde Three Musketeers
Arrows Fire Spirit Knight Barbarians
Barbarians Three Musketeers
Fire Spirit Arrows Knight Barbarians Minion Horde

Counters to secondary win conditions

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

Knight Barbarians
Arrows Knight
Barbarians Knight Minion Horde
Knight Barbarians Minion Horde
Barbarians Knight Minion Horde Three Musketeers
Fire Spirit Arrows Minion Horde Three Musketeers
Knight Barbarians Minion Horde
Knight Barbarians Minion Horde
Minion Horde Knight Barbarians
Barbarians Minion Horde Three Musketeers
Knight Barbarians Minion Horde
Arrows Barbarians
Barbarians Knight Minion Horde Three Musketeers
Barbarians Minion Horde Three Musketeers
Barbarians Knight Minion Horde Three Musketeers
Arrows Barbarians Minion Horde

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.)

Arrows Knight Minion Horde
Arrows
Arrows Minion Horde
Arrows Knight Barbarians
Fire Spirit Arrows Minion Horde
Arrows Fire Spirit Minion Horde
Fire Spirit Arrows Minion Horde
Arrows Fire Spirit
Arrows
Fire Spirit Minion Horde Three Musketeers
Arrows Knight Minion Horde
Fire Spirit Arrows
Fire Spirit Knight Three Musketeers
Arrows Minion Horde
Arrows
Arrows Minion Horde Three Musketeers
Arrows Minion Horde Three Musketeers
Arrows Three Musketeers
Minion Horde
Fire Spirit Arrows Three Musketeers
Fire Spirit Arrows
Minion Horde
Arrows
Arrows Barbarians Minion Horde
Arrows Fire Spirit
Minion Horde
Arrows
Arrows
Arrows
Fire Spirit Arrows Minion Horde
Minion Horde
Minion Horde
Arrows Minion Horde
Arrows Minion Horde
Minion Horde
Arrows
Minion Horde Fire Spirit Barbarians
Fire Spirit Arrows Three Musketeers
Arrows
Knight Minion Horde Three Musketeers
Arrows
Arrows
Minion Horde Three Musketeers
Minion Horde

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