My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Godly!
Versatility
Great!
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 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!
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.

Ice Golem Musketeer Witch

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 Ice Golem Musketeer Witch Lumberjack

Offensive cards

Win conditions

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

Hog Rider Miner

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.

Hog Rider Miner Lumberjack

Pump responses

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

Fireball Miner

Dropped at the bridge

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

Knight Ice Golem Hog Rider 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.

Hog Rider Miner 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
Hog Rider Miner
Giant Snowball
Musketeer Hog Rider Witch Miner Lumberjack
Zap
Witch
Barbarian Barrel
Knight Musketeer Witch Lumberjack
The Log
Musketeer Hog Rider Witch Lumberjack
Earthquake
Hog Rider Witch
Arrows
Witch
Royal Delivery
Knight Musketeer Hog Rider Witch Miner Lumberjack
Fireball
Musketeer Hog Rider Witch Lumberjack
Poison
Musketeer Witch
Lightning
Knight Ice Golem Musketeer Witch Lumberjack
Rocket
Musketeer Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem Fireball

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.

Knight Ice Golem Miner

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.

Ice Golem Fireball Musketeer Witch

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.

Ice Golem Knight Miner Fireball Musketeer Hog Rider Lumberjack Witch

Shortest cycle

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

12 Ice Golem Knight Miner Fireball

Attack Synergies 7 14

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
Musketeer Hog Rider Fireball Witch Miner Lumberjack
Ice Golem
Musketeer Hog Rider Lumberjack Witch Miner
Fireball
Hog Rider Knight Miner
Musketeer
Knight Ice Golem Hog Rider Miner Lumberjack
Hog Rider
Knight Ice Golem Fireball Musketeer Witch Lumberjack
Witch
Knight Ice Golem Hog Rider Miner Lumberjack
Miner
Knight Ice Golem Fireball Musketeer Witch Lumberjack
Lumberjack
Ice Golem Knight Musketeer Hog Rider Witch Miner

Defense Synergies 3 11

Knight
Musketeer Fireball Witch Lumberjack
Ice Golem
Musketeer Fireball Witch Lumberjack
Fireball
Knight Ice Golem Musketeer Miner Lumberjack
Musketeer
Knight Ice Golem Lumberjack Fireball Miner
Hog Rider
Witch
Knight Ice Golem Lumberjack
Miner
Fireball Musketeer
Lumberjack
Musketeer Knight Ice Golem Fireball Witch

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 Ice Golem Fireball Musketeer
Lumberjack Knight Musketeer Witch
Witch Lumberjack Knight Musketeer
Witch Lumberjack Knight Musketeer
Fireball Lumberjack
Fireball Musketeer Lumberjack
Musketeer Fireball Witch
Ice Golem Fireball Musketeer
Witch Musketeer Lumberjack
Knight Ice Golem Musketeer Miner Lumberjack
Witch Knight Ice Golem Fireball Musketeer Lumberjack
Musketeer Fireball Witch
Lumberjack Knight Fireball Musketeer Witch
Fireball Witch Lumberjack
Knight Lumberjack
Fireball Lumberjack
Knight Fireball Musketeer Witch Lumberjack
Fireball Knight Musketeer Witch Lumberjack
Witch Knight Ice Golem Fireball Musketeer Lumberjack
Musketeer Lumberjack
Knight Fireball Musketeer Witch Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack Ice Golem Fireball Witch
Fireball Knight Ice Golem Musketeer Miner Lumberjack
Lumberjack Knight Ice Golem Musketeer Witch
Lumberjack Knight Ice Golem Fireball Musketeer
Knight Musketeer Witch Lumberjack
Fireball Ice Golem Musketeer Witch
Knight Ice Golem Fireball Musketeer Witch Lumberjack
Knight Lumberjack
Knight Ice Golem Fireball Witch
Witch Musketeer
Knight Musketeer Witch Lumberjack
Fireball
Knight Ice Golem Fireball Witch Lumberjack
Fireball Musketeer Witch
Witch Knight Ice Golem Fireball Musketeer Lumberjack
Ice Golem Fireball Musketeer Witch

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 Ice Golem Musketeer
Fireball Musketeer Miner
Fireball Miner
Knight Ice Golem Fireball Musketeer
Fireball
Fireball Ice Golem Musketeer Witch
Musketeer Witch
Fireball Ice Golem
Fireball Miner
Fireball Musketeer Lumberjack
Miner Knight Fireball Musketeer
Fireball Musketeer
Knight Ice Golem Fireball Musketeer Miner
Fireball Musketeer
Ice Golem Fireball Musketeer
Fireball Musketeer Witch
Fireball Musketeer
Fireball
Fireball Musketeer
Fireball Witch Miner
Fireball Musketeer
Fireball
Musketeer
Fireball Musketeer
Ice Golem Fireball Witch
Witch
Fireball Miner Musketeer Witch
Fireball Musketeer Witch Miner
Fireball Miner Musketeer
Ice Golem Fireball Musketeer Witch
Fireball Musketeer Witch
Fireball
Fireball Musketeer Miner
Fireball
Fireball
Fireball Musketeer Witch
Fireball Musketeer Witch
Fireball
Fireball Miner Knight Musketeer Lumberjack
Ice Golem Fireball Musketeer
Fireball
Musketeer
Fireball Musketeer Witch
Fireball Musketeer Witch
Fireball Musketeer Witch Miner

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