My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings 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 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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bats Musketeer Ram Rider

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.

Bats Musketeer Giant Skeleton Ram Rider Sparky Mega Knight

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Rage

Punishments

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

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.

Giant Skeleton 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.

Giant Skeleton 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
Bats Giant Skeleton Ram Rider Sparky
Giant Snowball
Bats Musketeer Ram Rider
Zap
Bats Ram Rider Sparky
Barbarian Barrel
Musketeer Giant Skeleton Sparky
The Log
Musketeer Giant Skeleton Ram Rider Sparky
Earthquake
Arrows
Bats
Royal Delivery
Bats Musketeer Giant Skeleton Ram Rider Sparky
Fireball
Musketeer Ram Rider Sparky
Poison
Bats Musketeer Sparky
Lightning
Musketeer Ram Rider Sparky
Rocket
Musketeer Ram Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Sparky 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.

Bats Rage Giant Skeleton Sparky 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.

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.

Mirror Bats Rage Musketeer Ram Rider Giant Skeleton Sparky Mega Knight

Shortest cycle

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

8 Mirror Bats Rage Musketeer

Attack Synergies 3 13

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.

Bats
Giant Skeleton Mega Knight Rage Ram Rider Sparky
Musketeer
Mirror Giant Skeleton Ram Rider Mega Knight
Mirror
Musketeer Giant Skeleton Ram Rider Sparky
Rage
Sparky Bats Giant Skeleton
Giant Skeleton
Bats Musketeer Mirror Rage Sparky
Ram Rider
Bats Musketeer Mirror Mega Knight
Sparky
Rage Bats Mirror Giant Skeleton
Mega Knight
Bats Musketeer Ram Rider

Defense Synergies 0 10

Bats
Musketeer Giant Skeleton Sparky Mega Knight
Musketeer
Bats Mirror Giant Skeleton Ram Rider Mega Knight
Mirror
Musketeer Sparky Mega Knight
Rage
Giant Skeleton
Bats Musketeer
Ram Rider
Musketeer
Sparky
Bats Mirror
Mega Knight
Bats Musketeer Mirror

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.

Musketeer Ram Rider Sparky
Sparky Bats Musketeer Ram Rider Mega Knight
Ram Rider Sparky Mega Knight Bats Musketeer Giant Skeleton
Sparky Bats Musketeer Ram Rider Mega Knight
Giant Skeleton Sparky Mega Knight
Bats Musketeer Mega Knight
Bats Musketeer Ram Rider
Musketeer Giant Skeleton Ram Rider Sparky Mega Knight
Sparky Musketeer
Musketeer Giant Skeleton Sparky Mega Knight
Bats Musketeer Giant Skeleton Ram Rider Mega Knight
Musketeer Bats Ram Rider
Sparky Mega Knight Bats Musketeer Giant Skeleton Ram Rider
Sparky Mega Knight Bats
Sparky Ram Rider Mega Knight
Ram Rider Sparky Mega Knight
Sparky Mega Knight Bats Musketeer
Mega Knight Bats Musketeer Ram Rider
Bats Musketeer Giant Skeleton Ram Rider Mega Knight
Sparky Musketeer Ram Rider
Mega Knight Bats Musketeer Giant Skeleton Sparky

Counters to secondary win conditions

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

Mega Knight Giant Skeleton Sparky
Musketeer Mega Knight
Giant Skeleton Mega Knight Bats Musketeer Ram Rider Sparky
Giant Skeleton Mega Knight Bats Musketeer Ram Rider Sparky
Giant Skeleton Musketeer Ram Rider Sparky Mega Knight
Bats Musketeer Ram Rider
Sparky Bats Musketeer Giant Skeleton Ram Rider
Giant Skeleton Mega Knight Sparky
Giant Skeleton Mega Knight Bats Sparky
Musketeer Sparky
Mega Knight Bats Musketeer Giant Skeleton Sparky
Mega Knight Giant Skeleton
Giant Skeleton Mega Knight Ram Rider Sparky
Musketeer Sparky Mega Knight
Sparky Bats Musketeer Giant Skeleton
Bats Mega Knight Musketeer Giant Skeleton Sparky

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.)

Musketeer Giant Skeleton Sparky
Musketeer Ram Rider
Giant Skeleton Sparky
Musketeer Giant Skeleton Sparky
Sparky Mega Knight
Bats Musketeer Ram Rider
Musketeer Sparky
Ram Rider
Ram Rider
Bats Musketeer Sparky
Musketeer Ram Rider Sparky
Musketeer
Musketeer Sparky
Musketeer
Musketeer Sparky
Musketeer Sparky
Musketeer Sparky Mega Knight
Sparky
Bats Sparky
Musketeer Sparky Mega Knight
Mega Knight
Musketeer Giant Skeleton Sparky Mega Knight
Musketeer Sparky
Musketeer
Sparky Mega Knight
Musketeer Ram Rider Sparky
Musketeer Ram Rider Sparky Mega Knight
Musketeer Sparky
Bats Musketeer Sparky
Bats Musketeer
Sparky
Musketeer Sparky Mega Knight
Sparky
Giant Skeleton Sparky Mega Knight
Sparky
Bats Musketeer
Musketeer Ram Rider
Musketeer Sparky Mega Knight
Musketeer
Giant Skeleton Sparky
Musketeer Sparky Mega Knight
Bats Musketeer Giant Skeleton Sparky
Bats Musketeer
Musketeer Giant Skeleton Sparky Mega Knight
Sparky
Sparky Mega Knight

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