My Best Clash Royale Deck

Deck Check Rating

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

4 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 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.

Zappies Inferno Tower Ram Rider

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Zappies Dark Prince Ram Rider Mega Knight

Offensive cards

Win conditions

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

Mortar Hog Rider Ram 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.

Mortar Hog Rider Dark Prince Ram 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.

Mortar Hog Rider Dark Prince Ram 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.

Hog Rider Dark Prince Ram Rider

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 Dark Prince Ram Rider
Giant Snowball
Hog Rider Zappies Ram Rider
Zap
Mortar Zappies Inferno Tower Dark Prince Ram Rider
Barbarian Barrel
Mortar Zappies Inferno Tower Dark Prince
The Log
Hog Rider Zappies Dark Prince Ram Rider
Earthquake
Mortar Hog Rider Zappies Inferno Tower
Arrows
Zappies
Royal Delivery
Hog Rider Zappies Dark Prince Ram Rider
Fireball
Mortar Hog Rider Zappies Inferno Tower Ram Rider
Poison
Mortar Zappies Inferno Tower
Lightning
Mortar Inferno Tower Dark Prince Ram Rider
Rocket
Mortar Hog Rider Inferno Tower Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Dark Prince 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 Inferno Tower Dark Prince Mega Knight

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.

Arrows Mortar Hog Rider Zappies Dark Prince Inferno Tower Ram Rider Mega Knight

Shortest cycle

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

15 Arrows Mortar Hog Rider Zappies

Attack Synergies 1 16

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
Hog Rider Mortar Dark Prince Ram Rider Mega Knight
Mortar
Arrows Hog Rider Zappies Dark Prince Ram Rider
Hog Rider
Arrows Mortar Zappies Dark Prince Mega Knight
Zappies
Mortar Hog Rider Dark Prince Ram Rider Mega Knight
Inferno Tower
Dark Prince
Arrows Mortar Hog Rider Zappies Ram Rider
Ram Rider
Arrows Mortar Zappies Dark Prince Mega Knight
Mega Knight
Arrows Hog Rider Zappies Ram Rider

Defense Synergies 1 8

Arrows
Mega Knight Mortar Inferno Tower Dark Prince
Mortar
Arrows Zappies Inferno Tower
Hog Rider
Zappies
Mortar Mega Knight
Inferno Tower
Arrows Mortar Dark Prince Mega Knight
Dark Prince
Arrows Inferno Tower
Ram Rider
Mega Knight
Arrows Zappies Inferno Tower

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.

Mortar Zappies Inferno Tower Ram Rider
Inferno Tower Mortar Zappies Dark Prince Ram Rider Mega Knight
Mortar Inferno Tower Ram Rider Mega Knight Zappies Dark Prince
Inferno Tower Mortar Zappies Dark Prince Ram Rider Mega Knight
Arrows Dark Prince Mega Knight
Arrows Zappies Dark Prince Mega Knight
Inferno Tower Ram Rider Arrows Mortar Zappies
Arrows Inferno Tower Ram Rider Mega Knight
Zappies Inferno Tower Mortar
Zappies Inferno Tower Dark Prince Mega Knight
Arrows Zappies Dark Prince Ram Rider Mega Knight
Arrows Inferno Tower Zappies Ram Rider
Mortar Inferno Tower Mega Knight Zappies Dark Prince Ram Rider
Mega Knight Arrows Mortar Zappies Dark Prince
Inferno Tower Mortar Zappies Ram Rider Mega Knight
Inferno Tower Mortar Zappies Ram Rider Mega Knight
Mega Knight Arrows Mortar Zappies Inferno Tower Dark Prince
Arrows Mortar Mega Knight Zappies Dark Prince Ram Rider
Arrows Mortar Zappies Dark Prince Ram Rider Mega Knight
Mortar Zappies Inferno Tower Ram Rider
Dark Prince Mega Knight Arrows Zappies

Counters to secondary win conditions

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

Mega Knight Zappies Inferno Tower Dark Prince
Arrows Mortar Mega Knight
Zappies Mega Knight Inferno Tower Dark Prince Ram Rider
Dark Prince Mega Knight Zappies Inferno Tower Ram Rider
Inferno Tower Zappies Dark Prince Ram Rider Mega Knight
Arrows Zappies Ram Rider
Dark Prince Zappies Inferno Tower Ram Rider
Inferno Tower Mega Knight Zappies Dark Prince
Mega Knight Mortar Zappies Inferno Tower Dark Prince
Inferno Tower Zappies
Mega Knight Zappies Inferno Tower Dark Prince
Mega Knight Arrows Dark Prince
Dark Prince Mega Knight Zappies Inferno Tower Ram Rider
Zappies Mega Knight
Zappies Inferno Tower Mortar Dark Prince
Arrows Mega Knight Zappies Inferno Tower Dark Prince
Arrows Mortar Inferno Tower

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 Mortar
Arrows Mortar Ram Rider
Arrows
Arrows Dark Prince
Arrows Mortar Dark Prince Mega Knight
Arrows Ram Rider
Arrows Mortar
Arrows Ram Rider
Arrows Mortar Ram Rider
Arrows Mortar Dark Prince Ram Rider
Arrows
Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar Mega Knight
Arrows Mortar
Arrows Mortar Dark Prince Mega Knight
Arrows Mortar Mega Knight
Mega Knight
Arrows
Arrows Mortar
Arrows Mortar Dark Prince Mega Knight
Arrows Mortar Ram Rider
Arrows Mortar Ram Rider Mega Knight
Arrows Mortar
Arrows
Zappies
Arrows Mortar Mega Knight
Arrows Zappies
Mega Knight
Arrows
Zappies Dark Prince
Arrows Zappies Ram Rider
Arrows
Dark Prince Mega Knight
Arrows Mortar
Arrows
Dark Prince Mega Knight
Zappies
Zappies
Mortar Dark Prince Mega Knight

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