My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

Musketeer

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 Fisherman Mega Knight

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 Lightning

Punishments

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

Royal Giant Mega Knight

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.

Royal Giant Heal Spirit Mega Knight

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
Royal Giant Skeleton Army Fisherman
Giant Snowball
Musketeer Skeleton Army Fisherman
Zap
Royal Giant Skeleton Army Fisherman
Barbarian Barrel
Heal Spirit Musketeer Skeleton Army
The Log
Royal Giant Heal Spirit Musketeer Skeleton Army Fisherman
Earthquake
Skeleton Army
Arrows
Heal Spirit Skeleton Army
Royal Delivery
Heal Spirit Musketeer Skeleton Army Fisherman
Fireball
Musketeer Skeleton Army Fisherman
Poison
Musketeer Skeleton Army Fisherman
Lightning
Musketeer Fisherman
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mega Knight

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.

Heal Spirit Skeleton Army Mega Knight

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 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.

Heal Spirit Musketeer

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.

Heal Spirit Zap Skeleton Army Fisherman Musketeer Royal Giant Lightning Mega Knight

Shortest cycle

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

9 Heal Spirit Zap Skeleton Army Fisherman

Attack Synergies 3 11

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
Royal Giant Heal Spirit Musketeer Fisherman Mega Knight
Royal Giant
Heal Spirit Lightning Fisherman Zap Musketeer
Heal Spirit
Royal Giant Zap Musketeer Mega Knight
Musketeer
Zap Royal Giant Heal Spirit Fisherman Mega Knight
Skeleton Army
Lightning
Royal Giant
Fisherman
Royal Giant Zap Musketeer Mega Knight
Mega Knight
Zap Heal Spirit Musketeer Fisherman

Defense Synergies 1 7

Zap
Mega Knight Musketeer Skeleton Army Fisherman
Royal Giant
Heal Spirit
Musketeer
Zap Skeleton Army Fisherman Mega Knight
Skeleton Army
Zap Musketeer
Lightning
Fisherman
Zap Musketeer Mega Knight
Mega Knight
Zap Musketeer Fisherman

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 Zap Musketeer
Skeleton Army Zap Musketeer Fisherman Mega Knight
Skeleton Army Fisherman Mega Knight Musketeer Lightning
Skeleton Army Musketeer Fisherman Mega Knight
Lightning Skeleton Army Mega Knight
Skeleton Army Zap Musketeer Mega Knight
Musketeer Lightning Zap
Lightning Zap Musketeer Mega Knight
Musketeer Skeleton Army Fisherman
Skeleton Army Musketeer Fisherman Mega Knight
Skeleton Army Zap Musketeer Fisherman Mega Knight
Musketeer Zap
Skeleton Army Mega Knight Zap Musketeer Lightning
Skeleton Army Mega Knight Zap
Skeleton Army Mega Knight
Skeleton Army Zap Lightning Fisherman Mega Knight
Mega Knight Musketeer Skeleton Army Fisherman
Mega Knight Zap Musketeer Skeleton Army Fisherman
Zap Musketeer Fisherman Mega Knight
Musketeer Fisherman
Skeleton Army Mega Knight Musketeer Fisherman

Counters to secondary win conditions

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

Skeleton Army Mega Knight Zap Fisherman
Zap Musketeer Lightning Fisherman Mega Knight
Skeleton Army Mega Knight Zap Musketeer Lightning Fisherman
Skeleton Army Lightning Mega Knight Zap Musketeer Fisherman
Musketeer Skeleton Army Fisherman Mega Knight
Zap Musketeer
Skeleton Army Musketeer Lightning
Mega Knight Skeleton Army Fisherman
Zap Lightning Mega Knight Skeleton Army
Musketeer Skeleton Army
Mega Knight Musketeer
Skeleton Army Lightning Mega Knight Zap
Skeleton Army Lightning Mega Knight
Musketeer Skeleton Army Mega Knight
Skeleton Army Zap Musketeer Lightning Fisherman
Mega Knight Zap Musketeer

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 Musketeer
Zap Musketeer Fisherman
Lightning
Lightning Musketeer
Zap Mega Knight
Zap Musketeer
Musketeer
Zap Lightning
Zap Lightning Fisherman
Lightning Musketeer Fisherman
Lightning Zap Musketeer Fisherman
Lightning Zap Musketeer
Lightning Musketeer Fisherman
Lightning Musketeer Fisherman
Lightning Zap Musketeer Fisherman
Lightning Zap Musketeer
Lightning Musketeer Mega Knight
Lightning
Lightning Fisherman
Lightning Zap Musketeer Fisherman Mega Knight
Lightning Zap Mega Knight
Lightning Musketeer Mega Knight
Lightning
Musketeer Lightning Fisherman
Lightning Zap Musketeer
Zap Mega Knight
Fisherman
Zap Musketeer Lightning Fisherman
Lightning Zap Musketeer Fisherman Mega Knight
Lightning Zap Musketeer Fisherman
Lightning Zap Musketeer
Zap Lightning Musketeer
Lightning
Lightning Zap Musketeer Mega Knight
Zap Lightning
Mega Knight
Lightning
Zap Lightning Musketeer Skeleton Army
Lightning Zap Musketeer
Lightning Musketeer Mega Knight
Zap Musketeer Lightning
Lightning Zap
Musketeer Mega Knight
Zap Musketeer Lightning
Zap Musketeer Lightning
Lightning Zap Musketeer Mega Knight

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