My Best Clash Royale Deck

Deck Check Rating

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

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.

Fire Spirit Archers Goblin Gang Musketeer Electro Wizard

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.

Archers Musketeer Bowler Golem Electro Wizard

Offensive cards

Win conditions

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

Golem

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.

Goblin Gang

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.

Fire Spirit Goblin Gang 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.

Golem 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
Archers Goblin Gang
Giant Snowball
Fire Spirit Archers Goblin Gang Musketeer
Zap
Fire Spirit Archers Goblin Gang
Barbarian Barrel
Fire Spirit Archers Goblin Gang Musketeer Electro Wizard
The Log
Fire Spirit Archers Goblin Gang Musketeer
Earthquake
Archers Goblin Gang
Arrows
Fire Spirit Archers Goblin Gang
Royal Delivery
Fire Spirit Archers Goblin Gang Musketeer Bowler Electro Wizard
Fireball
Archers Goblin Gang Musketeer Bowler Electro Wizard
Poison
Archers Goblin Gang Musketeer Electro Wizard
Lightning
Musketeer Bowler Electro Wizard
Rocket
Musketeer Bowler

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows 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.

Fire Spirit Arrows Bowler Golem

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.

Fire Spirit Goblin Gang Musketeer 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Archers Arrows Goblin Gang Musketeer Electro Wizard Bowler Golem

Shortest cycle

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

10 Fire Spirit Archers Arrows Goblin Gang

Attack Synergies 1 12

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.

Fire Spirit
Bowler Golem
Archers
Arrows Bowler Golem
Arrows
Golem Archers Bowler
Goblin Gang
Bowler Golem
Musketeer
Bowler Golem
Bowler
Fire Spirit Archers Arrows Goblin Gang Musketeer Electro Wizard
Golem
Arrows Fire Spirit Archers Goblin Gang Musketeer Electro Wizard
Electro Wizard
Bowler Golem

Defense Synergies 1 9

Fire Spirit
Electro Wizard
Archers
Goblin Gang Bowler Electro Wizard
Arrows
Bowler
Goblin Gang
Musketeer Archers Electro Wizard
Musketeer
Goblin Gang Bowler Electro Wizard
Bowler
Archers Arrows Musketeer Electro Wizard
Golem
Electro Wizard
Fire Spirit Archers Goblin Gang Musketeer Bowler

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.

Bowler Musketeer Electro Wizard
Goblin Gang Musketeer Electro Wizard
Goblin Gang Bowler Fire Spirit Archers Musketeer Electro Wizard
Goblin Gang Musketeer Bowler Electro Wizard
Arrows Bowler
Arrows Goblin Gang Bowler Fire Spirit Archers Musketeer Electro Wizard
Musketeer Electro Wizard Fire Spirit Archers Arrows Goblin Gang
Bowler Arrows Musketeer Electro Wizard
Goblin Gang Musketeer
Goblin Gang Fire Spirit Archers Musketeer Bowler Electro Wizard
Archers Goblin Gang Electro Wizard Arrows Musketeer Bowler
Arrows Musketeer Archers Goblin Gang Electro Wizard
Bowler Fire Spirit Goblin Gang Musketeer Electro Wizard
Fire Spirit Bowler Arrows Goblin Gang Electro Wizard
Goblin Gang Electro Wizard
Goblin Gang Bowler Electro Wizard
Arrows Goblin Gang Musketeer Bowler Electro Wizard
Fire Spirit Arrows Archers Goblin Gang Musketeer Bowler Electro Wizard
Arrows Fire Spirit Archers Musketeer Bowler Electro Wizard
Musketeer Electro Wizard
Goblin Gang Bowler Fire Spirit Archers Arrows Musketeer Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Archers Bowler Electro Wizard
Electro Wizard Archers Arrows Goblin Gang Musketeer Bowler
Goblin Gang Musketeer Bowler Electro Wizard
Goblin Gang Bowler Musketeer Electro Wizard
Goblin Gang Musketeer Bowler
Fire Spirit Arrows Archers Goblin Gang Musketeer Electro Wizard
Goblin Gang Archers Musketeer Bowler Electro Wizard
Electro Wizard
Goblin Gang Musketeer
Musketeer Bowler
Arrows Bowler Electro Wizard
Bowler Goblin Gang
Archers Musketeer Bowler
Goblin Gang Electro Wizard Archers Musketeer Bowler
Arrows Bowler Archers Musketeer Electro Wizard
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.)

Arrows Musketeer
Arrows Musketeer Bowler Electro Wizard
Arrows
Arrows Musketeer
Fire Spirit Arrows Bowler
Arrows Fire Spirit Musketeer
Fire Spirit Archers Arrows Musketeer Bowler
Arrows Fire Spirit Bowler
Arrows
Fire Spirit Goblin Gang Musketeer Bowler Electro Wizard
Arrows Musketeer Bowler Electro Wizard
Fire Spirit Archers Arrows Musketeer
Fire Spirit Musketeer Bowler
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer Bowler
Arrows Musketeer Bowler
Arrows
Fire Spirit Archers Arrows Musketeer Bowler Electro Wizard
Fire Spirit Arrows Bowler
Musketeer Bowler
Arrows
Musketeer Bowler
Arrows Musketeer
Arrows Fire Spirit Bowler
Arrows Musketeer Bowler Electro Wizard
Arrows Musketeer Bowler
Arrows Musketeer
Fire Spirit Archers Arrows Musketeer Electro Wizard
Electro Wizard Musketeer
Bowler
Arrows Musketeer
Arrows Electro Wizard
Arrows Bowler
Electro Wizard Fire Spirit Archers Goblin Gang Musketeer
Fire Spirit Archers Arrows Musketeer Electro Wizard
Arrows
Goblin Gang Musketeer Bowler Electro Wizard
Arrows Musketeer Bowler
Arrows
Musketeer
Goblin Gang Musketeer Bowler Electro Wizard
Musketeer Electro Wizard
Musketeer Bowler Electro Wizard
Bowler

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