My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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.

Mega Minion Musketeer Wizard Baby 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.

Mega Minion Musketeer Wizard Baby Dragon Electro Giant Bandit

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows

Punishments

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

Electro Giant Bandit

Pump responses

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

Missing

Dropped at the bridge

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

Baby Dragon Electro Giant Bandit

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.

Bandit

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
Guards Bandit
Giant Snowball
Mega Minion Musketeer Guards Baby Dragon
Zap
Guards Bandit
Barbarian Barrel
Musketeer Wizard Guards Bandit
The Log
Musketeer Guards Bandit
Earthquake
Guards
Arrows
Guards
Royal Delivery
Mega Minion Musketeer Wizard Guards Baby Dragon Bandit
Fireball
Mega Minion Musketeer Wizard Baby Dragon Bandit
Poison
Mega Minion Musketeer Wizard Guards
Lightning
Mega Minion Musketeer Wizard Baby Dragon Bandit
Rocket
Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Baby Dragon Electro Giant

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.

Arrows Mega Minion Guards Baby Dragon Electro Giant

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Mega Minion Guards Bandit Musketeer Baby Dragon Wizard Electro Giant

Shortest cycle

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

12 Arrows Mega Minion Guards Bandit

Attack Synergies 0 10

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.

Arrows
Mega Minion Bandit
Mega Minion
Arrows Baby Dragon Electro Giant
Musketeer
Baby Dragon Bandit
Wizard
Bandit
Guards
Bandit
Baby Dragon
Mega Minion Musketeer Electro Giant Bandit
Electro Giant
Mega Minion Baby Dragon
Bandit
Arrows Musketeer Wizard Guards Baby Dragon

Defense Synergies 1 13

Arrows
Mega Minion Bandit
Mega Minion
Arrows Musketeer Wizard Guards Baby Dragon Bandit
Musketeer
Guards Mega Minion Baby Dragon Bandit
Wizard
Mega Minion Guards Bandit
Guards
Musketeer Mega Minion Wizard Baby Dragon
Baby Dragon
Mega Minion Musketeer Guards Bandit
Electro Giant
Bandit
Arrows Mega Minion Musketeer Wizard Baby Dragon

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.

Mega Minion Musketeer Wizard Baby Dragon
Mega Minion Musketeer Bandit
Mega Minion Musketeer Bandit
Mega Minion Musketeer Guards Bandit
Arrows
Arrows Mega Minion Musketeer Guards Baby Dragon Bandit
Mega Minion Musketeer Arrows Wizard Baby Dragon
Arrows Musketeer Baby Dragon Electro Giant Bandit
Musketeer
Guards Musketeer Bandit
Guards Arrows Mega Minion Musketeer Wizard Baby Dragon Electro Giant Bandit
Arrows Mega Minion Musketeer Wizard Baby Dragon
Musketeer Wizard Guards Bandit
Wizard Arrows Mega Minion Guards Baby Dragon
Bandit
Electro Giant Bandit
Wizard Arrows Musketeer
Arrows Mega Minion Musketeer Wizard Guards Baby Dragon Bandit
Arrows Wizard Baby Dragon Mega Minion Musketeer Guards Bandit
Musketeer
Wizard Arrows Musketeer Guards Baby Dragon Electro Giant Bandit
Guards

Counters to secondary win conditions

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

Guards Electro Giant Bandit
Bandit Arrows Mega Minion Musketeer Wizard Baby Dragon
Guards Bandit Musketeer
Guards Musketeer Bandit
Musketeer Guards Bandit
Arrows Wizard Electro Giant Musketeer Baby Dragon
Guards Mega Minion Musketeer Bandit
Mega Minion Baby Dragon Bandit
Mega Minion Musketeer Guards
Mega Minion Musketeer Guards
Arrows Guards Electro Giant
Wizard Guards Bandit
Wizard Musketeer Baby Dragon Electro Giant
Guards Electro Giant Mega Minion Musketeer Baby Dragon
Arrows Mega Minion Musketeer Wizard Baby Dragon Electro Giant
Arrows

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.)

Arrows Musketeer Guards Baby Dragon Bandit
Arrows Musketeer Baby Dragon Bandit
Arrows Baby Dragon Bandit
Arrows Musketeer Guards
Wizard Arrows Baby Dragon
Arrows Wizard Electro Giant Mega Minion Musketeer Baby Dragon
Arrows Musketeer Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Bandit
Musketeer Guards
Arrows Musketeer Wizard Bandit
Arrows Musketeer Wizard Baby Dragon
Musketeer Baby Dragon Bandit
Arrows Musketeer Baby Dragon Bandit
Arrows Musketeer Baby Dragon
Arrows Musketeer Wizard Baby Dragon Bandit
Arrows Musketeer Wizard Baby Dragon Bandit
Arrows
Arrows Mega Minion Musketeer Wizard Baby Dragon Bandit
Arrows Wizard Baby Dragon Electro Giant
Musketeer Baby Dragon
Arrows Wizard
Musketeer
Arrows Musketeer Baby Dragon
Arrows Electro Giant Wizard Baby Dragon
Mega Minion
Arrows Musketeer Wizard Baby Dragon Bandit
Arrows Musketeer Wizard Baby Dragon Bandit
Arrows Musketeer Baby Dragon Bandit
Arrows Musketeer Wizard Baby Dragon Electro Giant
Mega Minion Musketeer Wizard Guards Electro Giant
Mega Minion
Arrows Musketeer Wizard Bandit
Arrows
Arrows Wizard
Musketeer Guards Bandit
Arrows Mega Minion Musketeer Wizard Baby Dragon
Arrows
Mega Minion Musketeer Wizard Baby Dragon
Arrows Musketeer Wizard Baby Dragon
Arrows Electro Giant
Mega Minion Musketeer
Electro Giant Musketeer Guards Baby Dragon
Musketeer
Musketeer Baby Dragon Electro Giant Bandit
Wizard

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