My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Magic Archer

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.

Skeletons Giant Giant Skeleton Magic Archer

Offensive cards

Win conditions

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

Hog Rider Giant

Damage spells

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

Giant Snowball Lightning

Punishments

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

Hog Rider Giant

Pump responses

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

Lightning

Dropped at the bridge

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

Minion Horde Hog Rider Giant Giant Skeleton Magic Archer

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 Magic Archer

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
Skeletons Minion Horde Hog Rider Giant Giant Skeleton
Giant Snowball
Skeletons Minion Horde Hog Rider
Zap
Skeletons Minion Horde
Barbarian Barrel
Skeletons Giant Skeleton Magic Archer
The Log
Skeletons Hog Rider Giant Skeleton
Earthquake
Skeletons Hog Rider
Arrows
Skeletons Minion Horde
Royal Delivery
Skeletons Minion Horde Hog Rider Giant Skeleton Magic Archer
Fireball
Minion Horde Hog Rider Magic Archer
Poison
Minion Horde Magic Archer
Lightning
Magic Archer
Rocket
Minion Horde Hog Rider Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Magic Archer

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.

Giant Skeleton

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

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.

Skeletons Giant Snowball Hog Rider Magic Archer Minion Horde Giant Giant Skeleton Lightning

Shortest cycle

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

11 Skeletons Giant Snowball Hog Rider Magic Archer

Attack Synergies 3 13

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.

Skeletons
Giant Snowball
Hog Rider Minion Horde Giant Giant Skeleton Magic Archer
Minion Horde
Giant Snowball Hog Rider Giant Giant Skeleton
Hog Rider
Giant Snowball Lightning Minion Horde Giant Giant Skeleton Magic Archer
Giant
Lightning Giant Snowball Minion Horde Hog Rider Magic Archer
Giant Skeleton
Giant Snowball Minion Horde Hog Rider Lightning Magic Archer
Lightning
Hog Rider Giant Giant Skeleton
Magic Archer
Giant Snowball Hog Rider Giant Giant Skeleton

Defense Synergies 0 8

Skeletons
Giant Snowball Minion Horde Giant Skeleton Magic Archer
Giant Snowball
Skeletons Minion Horde Giant Skeleton Magic Archer
Minion Horde
Skeletons Giant Snowball
Hog Rider
Giant
Giant Skeleton
Skeletons Giant Snowball Magic Archer
Lightning
Magic Archer
Skeletons Giant Snowball Giant Skeleton

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.

Lightning Minion Horde Magic Archer
Minion Horde Skeletons
Minion Horde Skeletons Giant Snowball Giant Skeleton Lightning
Minion Horde Skeletons
Lightning Giant Skeleton
Skeletons Giant Snowball Magic Archer
Giant Snowball Minion Horde Lightning Magic Archer
Lightning Giant Skeleton Magic Archer
Minion Horde Skeletons
Skeletons Giant Snowball Minion Horde Giant Skeleton
Minion Horde Skeletons Giant Snowball Giant Skeleton Magic Archer
Minion Horde Giant Snowball Magic Archer
Minion Horde Skeletons Giant Snowball Giant Skeleton Lightning
Giant Snowball Minion Horde Magic Archer
Minion Horde
Minion Horde Giant Snowball Lightning
Minion Horde Skeletons
Giant Snowball Minion Horde Magic Archer
Giant Snowball Giant Skeleton Magic Archer
Giant Snowball Minion Horde Giant Skeleton

Counters to secondary win conditions

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

Skeletons Giant Snowball Giant Skeleton
Giant Snowball Lightning Magic Archer
Giant Skeleton Skeletons Minion Horde Lightning
Giant Skeleton Lightning Minion Horde
Giant Skeleton Skeletons Minion Horde
Skeletons Giant Snowball Minion Horde Magic Archer
Skeletons Minion Horde Giant Skeleton Lightning
Giant Skeleton Minion Horde
Minion Horde Giant Skeleton Lightning Skeletons Giant Snowball Magic Archer
Skeletons Minion Horde
Minion Horde Giant Skeleton
Lightning Giant Snowball Giant Skeleton
Giant Skeleton Lightning Skeletons Minion Horde
Minion Horde Magic Archer
Skeletons Minion Horde Giant Skeleton Lightning Magic Archer
Giant Snowball Minion Horde Giant Skeleton Magic Archer

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.)

Lightning Magic Archer Minion Horde Giant Skeleton
Giant Snowball Magic Archer
Lightning Minion Horde Giant Skeleton Magic Archer
Lightning Giant Skeleton
Giant Snowball Minion Horde Magic Archer
Giant Snowball Minion Horde Magic Archer
Minion Horde Magic Archer
Giant Snowball Lightning Magic Archer
Giant Snowball Lightning
Lightning Giant Snowball Minion Horde
Lightning Minion Horde Magic Archer
Lightning Giant Snowball Magic Archer
Lightning Giant Snowball Magic Archer
Lightning Minion Horde Magic Archer
Lightning Giant Snowball Magic Archer
Lightning Giant Snowball Minion Horde Magic Archer
Lightning Magic Archer Minion Horde
Lightning Giant Snowball
Minion Horde Lightning
Lightning Giant Snowball Magic Archer
Lightning Giant Snowball Magic Archer
Lightning Minion Horde Giant Skeleton Magic Archer
Lightning Giant Snowball
Lightning
Lightning Giant Snowball Minion Horde
Giant Snowball Magic Archer
Minion Horde
Giant Snowball Lightning Magic Archer
Lightning Giant Snowball Magic Archer
Lightning Magic Archer
Lightning Giant Snowball Minion Horde Magic Archer
Lightning Giant Snowball Minion Horde
Lightning Giant Snowball Minion Horde
Lightning Giant Snowball Minion Horde Magic Archer
Lightning Giant Snowball Minion Horde Magic Archer
Minion Horde Giant Skeleton
Giant Snowball Lightning Magic Archer
Minion Horde Lightning Magic Archer
Lightning Giant Snowball Magic Archer
Lightning Minion Horde Magic Archer
Giant Snowball Lightning Magic Archer
Lightning Giant Snowball Giant Skeleton
Minion Horde
Giant Snowball Minion Horde Giant Skeleton Lightning Magic Archer
Giant Snowball Lightning Magic Archer
Lightning Giant Snowball Giant Skeleton Magic Archer

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