My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Good
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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Electro Wizard 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.

Skeletons Bomber Skeleton Barrel Electro Wizard Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Skeleton Barrel Hog Rider

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.

Skeleton Barrel Hog Rider Mega Knight

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.

Skeleton Barrel Hog Rider Mega Knight

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.

Skeleton Barrel Hog Rider Electro Wizard

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
Skeletons Bomber Skeleton Barrel Hog Rider Inferno Dragon
Giant Snowball
Skeletons Bomber Skeleton Barrel Hog Rider Inferno Dragon
Zap
Skeletons Bomber Skeleton Barrel Inferno Dragon
Barbarian Barrel
Skeletons Bomber Skeleton Barrel Electro Wizard
The Log
Skeletons Bomber Skeleton Barrel Hog Rider
Earthquake
Skeletons Bomber Hog Rider
Arrows
Skeletons Bomber Skeleton Barrel
Royal Delivery
Skeletons Bomber Skeleton Barrel Hog Rider Electro Wizard Inferno Dragon
Fireball
Bomber Skeleton Barrel Hog Rider Electro Wizard Inferno Dragon
Poison
Bomber Skeleton Barrel Electro Wizard
Lightning
Electro Wizard Inferno Dragon
Rocket
Hog Rider Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Mega Knight

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 Skeleton Barrel Inferno Dragon Mega Knight

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.

Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bomber Arrows Skeleton Barrel Hog Rider Electro Wizard Inferno Dragon Mega Knight

Shortest cycle

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

9 Skeletons Bomber Arrows Skeleton Barrel

Attack Synergies 2 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.

Skeletons
Bomber
Skeleton Barrel Hog Rider Mega Knight
Arrows
Hog Rider Skeleton Barrel Mega Knight
Skeleton Barrel
Bomber Arrows Hog Rider Inferno Dragon Mega Knight
Hog Rider
Arrows Bomber Skeleton Barrel Electro Wizard Mega Knight
Electro Wizard
Hog Rider Mega Knight
Inferno Dragon
Mega Knight Skeleton Barrel
Mega Knight
Inferno Dragon Bomber Arrows Skeleton Barrel Hog Rider Electro Wizard

Defense Synergies 1 8

Skeletons
Bomber Electro Wizard Inferno Dragon
Bomber
Skeletons Electro Wizard
Arrows
Mega Knight
Skeleton Barrel
Mega Knight
Hog Rider
Electro Wizard
Skeletons Bomber Inferno Dragon Mega Knight
Inferno Dragon
Skeletons Electro Wizard Mega Knight
Mega Knight
Arrows Skeleton Barrel Electro Wizard Inferno 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.

Bomber Skeleton Barrel Electro Wizard
Inferno Dragon Skeletons Electro Wizard Mega Knight
Mega Knight Skeletons Bomber Electro Wizard Inferno Dragon
Inferno Dragon Skeletons Electro Wizard Mega Knight
Bomber Arrows Mega Knight
Arrows Skeletons Bomber Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Arrows
Arrows Skeleton Barrel Electro Wizard Mega Knight
Inferno Dragon Skeletons
Skeletons Bomber Electro Wizard Mega Knight
Electro Wizard Skeletons Bomber Arrows Mega Knight
Arrows Inferno Dragon Electro Wizard
Mega Knight Skeletons Bomber Electro Wizard
Bomber Mega Knight Arrows Electro Wizard
Inferno Dragon Electro Wizard Mega Knight
Electro Wizard Inferno Dragon Mega Knight
Mega Knight Skeletons Bomber Arrows Electro Wizard
Arrows Mega Knight Bomber Electro Wizard
Arrows Bomber Electro Wizard Inferno Dragon Mega Knight
Electro Wizard Inferno Dragon
Bomber Mega Knight Arrows Electro Wizard
Inferno Dragon

Counters to secondary win conditions

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

Mega Knight Skeletons Electro Wizard
Electro Wizard Bomber Arrows Skeleton Barrel Inferno Dragon Mega Knight
Mega Knight Skeletons Electro Wizard
Mega Knight Electro Wizard
Skeletons Inferno Dragon Mega Knight
Arrows Skeletons Skeleton Barrel Electro Wizard
Skeletons Electro Wizard
Mega Knight Inferno Dragon
Electro Wizard Mega Knight Skeletons Inferno Dragon
Skeletons Inferno Dragon
Inferno Dragon Mega Knight
Mega Knight Arrows Electro Wizard
Mega Knight Skeletons
Bomber Mega Knight
Electro Wizard Skeletons Bomber Inferno Dragon
Arrows Mega Knight Bomber Electro Wizard Inferno Dragon
Bomber Arrows Electro Wizard

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.)

Skeleton Barrel Arrows
Arrows Skeleton Barrel Electro Wizard
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Bomber Arrows Mega Knight
Arrows Skeleton Barrel
Bomber Arrows
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Electro Wizard
Arrows Skeleton Barrel Electro Wizard
Arrows
Skeleton Barrel
Arrows Skeleton Barrel
Arrows Skeleton Barrel
Bomber Arrows Skeleton Barrel
Arrows Skeleton Barrel Mega Knight
Arrows
Bomber
Bomber Arrows Skeleton Barrel Electro Wizard Mega Knight
Bomber Arrows Skeleton Barrel Mega Knight
Mega Knight
Arrows
Arrows Skeleton Barrel
Arrows Bomber Mega Knight
Inferno Dragon
Arrows Skeleton Barrel Electro Wizard
Arrows Skeleton Barrel Mega Knight
Arrows Skeleton Barrel
Arrows Electro Wizard
Electro Wizard Skeleton Barrel
Bomber Arrows Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows
Skeleton Barrel Electro Wizard
Arrows Electro Wizard
Arrows
Electro Wizard Mega Knight
Arrows Bomber Skeleton Barrel
Arrows
Mega Knight
Electro Wizard
Electro Wizard
Skeleton Barrel Electro Wizard Mega Knight
Inferno Dragon
Mega Knight

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