My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Fisherman

Deck tips

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

PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Musketeer Zappies Inferno Dragon

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.

Musketeer Zappies Bowler Golem Inferno Dragon

Offensive cards

Win conditions

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

Hog Rider Golem

Damage spells

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

Earthquake

Punishments

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

Hog Rider

Pump responses

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

Earthquake

Dropped at the bridge

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

Hog Rider Golem

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 Golem

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 Skeleton Army Inferno Dragon
Giant Snowball
Musketeer Hog Rider Zappies Skeleton Army Inferno Dragon
Zap
Zappies Skeleton Army Inferno Dragon
Barbarian Barrel
Musketeer Zappies Skeleton Army
The Log
Musketeer Hog Rider Zappies Skeleton Army
Earthquake
Hog Rider Zappies Skeleton Army
Arrows
Zappies Skeleton Army
Royal Delivery
Musketeer Hog Rider Zappies Skeleton Army Bowler Inferno Dragon
Fireball
Musketeer Hog Rider Zappies Skeleton Army Bowler Inferno Dragon
Poison
Musketeer Zappies Skeleton Army
Lightning
Musketeer Bowler Inferno Dragon
Rocket
Musketeer Hog Rider Bowler Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Bowler

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 Bowler Golem Inferno Dragon

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.

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Earthquake Skeleton Army Musketeer Hog Rider Zappies Inferno Dragon Bowler Golem

Shortest cycle

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

14 Earthquake Skeleton Army Musketeer Hog Rider

Attack Synergies 3 6

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.

Earthquake
Hog Rider Golem
Musketeer
Hog Rider Bowler Golem
Hog Rider
Earthquake Musketeer Zappies Bowler
Zappies
Hog Rider Bowler Golem
Skeleton Army
Bowler
Musketeer Hog Rider Zappies
Golem
Earthquake Musketeer Zappies
Inferno Dragon

Defense Synergies 0 7

Earthquake
Zappies
Musketeer
Zappies Skeleton Army Bowler
Hog Rider
Zappies
Earthquake Musketeer Skeleton Army Bowler
Skeleton Army
Musketeer Zappies Inferno Dragon
Bowler
Musketeer Zappies
Golem
Inferno Dragon
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.

Earthquake Bowler Musketeer Zappies
Skeleton Army Inferno Dragon Musketeer Zappies
Skeleton Army Bowler Musketeer Zappies Inferno Dragon
Skeleton Army Inferno Dragon Musketeer Zappies Bowler
Earthquake Skeleton Army Bowler
Skeleton Army Bowler Earthquake Musketeer Zappies
Musketeer Inferno Dragon Zappies
Earthquake Bowler Musketeer
Zappies Inferno Dragon Musketeer Skeleton Army
Skeleton Army Musketeer Zappies Bowler
Skeleton Army Earthquake Musketeer Zappies Bowler
Musketeer Inferno Dragon Zappies
Skeleton Army Bowler Earthquake Musketeer Zappies
Skeleton Army Bowler Earthquake Zappies
Skeleton Army Inferno Dragon Zappies
Skeleton Army Zappies Bowler Inferno Dragon
Musketeer Zappies Skeleton Army Bowler
Musketeer Zappies Skeleton Army Bowler
Earthquake Musketeer Zappies Bowler Inferno Dragon
Musketeer Zappies Inferno Dragon
Skeleton Army Bowler Earthquake Musketeer Zappies

Counters to secondary win conditions

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

Skeleton Army Zappies Bowler
Musketeer Bowler Inferno Dragon
Zappies Skeleton Army Musketeer Bowler
Skeleton Army Bowler Musketeer Zappies
Musketeer Zappies Skeleton Army Bowler Inferno Dragon
Musketeer Zappies
Skeleton Army Musketeer Zappies Bowler
Zappies Skeleton Army Inferno Dragon
Zappies Skeleton Army Inferno Dragon
Musketeer Zappies Skeleton Army Inferno Dragon
Inferno Dragon Musketeer Zappies Bowler
Skeleton Army Bowler
Skeleton Army Bowler Zappies
Musketeer Zappies Skeleton Army Bowler
Zappies Skeleton Army Musketeer Bowler Inferno Dragon
Bowler Earthquake Musketeer Zappies Inferno Dragon

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.)

Earthquake Musketeer
Musketeer Bowler
Earthquake
Earthquake Musketeer
Earthquake Bowler
Musketeer
Earthquake Musketeer Bowler
Earthquake Bowler
Musketeer Bowler
Earthquake Musketeer Bowler
Musketeer
Earthquake Musketeer Bowler
Earthquake Musketeer
Earthquake Musketeer
Earthquake Musketeer Bowler
Earthquake Musketeer Bowler
Earthquake
Earthquake Musketeer Bowler
Earthquake Bowler
Earthquake Musketeer Bowler
Musketeer Bowler
Earthquake Musketeer
Earthquake Bowler
Inferno Dragon
Earthquake Musketeer Bowler
Musketeer Bowler
Musketeer
Musketeer
Musketeer Zappies
Bowler
Earthquake Musketeer
Zappies
Earthquake Bowler
Earthquake Musketeer Zappies Skeleton Army
Musketeer Zappies
Musketeer Bowler
Earthquake Musketeer Bowler
Musketeer
Musketeer Zappies Bowler
Musketeer Zappies
Musketeer Bowler

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