My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

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.

Royal Giant Musketeer Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Fireball Freeze

Punishments

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

Royal Giant

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.

Minion Horde Royal Giant

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Wizard Freeze

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.

Skeleton Army Freeze

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.

Royal Giant Fireball 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Skeleton Army Fireball Musketeer Freeze Minion Horde Wizard Royal Giant

Shortest cycle

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

13 Zap Skeleton Army Fireball Musketeer

Attack Synergies 2 9

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
Fireball Minion Horde Royal Giant Musketeer Freeze
Minion Horde
Zap Royal Giant Freeze
Royal Giant
Fireball Zap Minion Horde Musketeer Wizard
Fireball
Zap Royal Giant Freeze
Musketeer
Zap Royal Giant
Wizard
Royal Giant
Skeleton Army
Freeze
Zap Minion Horde Fireball

Defense Synergies 1 10

Zap
Fireball Minion Horde Musketeer Skeleton Army
Minion Horde
Zap Freeze
Royal Giant
Fireball
Zap Musketeer Freeze
Musketeer
Zap Fireball Skeleton Army
Wizard
Skeleton Army Freeze
Skeleton Army
Zap Musketeer Wizard Freeze
Freeze
Minion Horde Fireball Wizard Skeleton Army

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 Fireball Musketeer Wizard
Minion Horde Skeleton Army Zap Musketeer
Minion Horde Skeleton Army Musketeer Freeze
Minion Horde Skeleton Army Musketeer
Fireball Skeleton Army
Fireball Skeleton Army Freeze Zap Musketeer
Minion Horde Musketeer Zap Fireball Wizard Freeze
Zap Fireball Musketeer
Minion Horde Musketeer Skeleton Army
Skeleton Army Minion Horde Musketeer
Minion Horde Skeleton Army Zap Fireball Musketeer Wizard Freeze
Minion Horde Musketeer Zap Fireball Wizard
Minion Horde Skeleton Army Zap Fireball Musketeer Wizard Freeze
Fireball Wizard Skeleton Army Zap Minion Horde Freeze
Skeleton Army Minion Horde
Minion Horde Skeleton Army Zap Fireball Freeze
Minion Horde Wizard Fireball Musketeer Skeleton Army
Fireball Zap Minion Horde Musketeer Wizard Skeleton Army
Zap Wizard Freeze Fireball Musketeer
Musketeer
Wizard Skeleton Army Minion Horde Fireball Musketeer

Counters to secondary win conditions

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

Skeleton Army Zap Fireball
Fireball Zap Musketeer Wizard
Skeleton Army Zap Minion Horde Musketeer
Skeleton Army Zap Minion Horde Fireball Musketeer
Minion Horde Musketeer Skeleton Army
Fireball Wizard Zap Minion Horde Musketeer Freeze
Skeleton Army Minion Horde Fireball Musketeer
Minion Horde Skeleton Army
Zap Minion Horde Freeze Fireball Skeleton Army
Minion Horde Musketeer Skeleton Army
Minion Horde Musketeer
Skeleton Army Zap Fireball
Skeleton Army Minion Horde Fireball Wizard
Wizard Minion Horde Fireball Musketeer Skeleton Army
Skeleton Army Zap Minion Horde Fireball Musketeer Freeze
Zap Minion Horde Fireball Musketeer Wizard Freeze

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 Minion Horde Musketeer Freeze
Fireball Zap Musketeer
Minion Horde Fireball
Fireball Musketeer Freeze
Fireball Wizard Zap Minion Horde
Fireball Wizard Zap Minion Horde Musketeer Freeze
Minion Horde Musketeer Wizard
Fireball Zap Wizard Freeze
Fireball Zap Wizard
Minion Horde Fireball Musketeer
Zap Minion Horde Fireball Musketeer Wizard
Fireball Zap Musketeer Wizard
Fireball Musketeer
Minion Horde Fireball Musketeer Freeze
Zap Fireball Musketeer
Zap Minion Horde Fireball Musketeer Wizard
Minion Horde Fireball Musketeer Wizard
Fireball Freeze
Minion Horde
Zap Fireball Musketeer Wizard
Zap Fireball Wizard
Minion Horde Fireball Musketeer
Fireball Wizard
Musketeer
Zap Minion Horde Fireball Musketeer
Zap Freeze Fireball Wizard
Minion Horde
Fireball Zap Musketeer Wizard
Fireball Zap Musketeer Wizard
Fireball Zap Musketeer
Zap Minion Horde Fireball Musketeer Wizard
Zap Minion Horde Fireball Musketeer Wizard Freeze
Minion Horde Fireball
Zap Minion Horde Fireball Musketeer Wizard
Zap Minion Horde Fireball Freeze
Minion Horde
Fireball Wizard
Zap Minion Horde Fireball Musketeer Skeleton Army Freeze
Fireball Zap Musketeer Wizard
Freeze
Fireball
Fireball Minion Horde Musketeer Wizard
Zap Fireball Musketeer Wizard
Zap Fireball
Minion Horde Musketeer
Zap Minion Horde Fireball Musketeer Freeze
Zap Fireball Musketeer
Zap Fireball Musketeer Freeze

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