My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Godly!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Tesla Three Musketeers Electro Wizard

Defensive buildings

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

Tesla

Investments

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

Knight Tesla Battle Ram Three Musketeers Electro Wizard

Offensive cards

Win conditions

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

Battle Ram Three Musketeers

Damage spells

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

Arrows The Log

Punishments

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

Goblin Gang Battle Ram

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.

Knight Goblin Gang Battle Ram

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.

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
Goblin Gang Battle Ram Three Musketeers
Giant Snowball
Goblin Gang Battle Ram Three Musketeers
Zap
Goblin Gang Battle Ram Three Musketeers
Barbarian Barrel
Knight Goblin Gang Tesla Battle Ram Three Musketeers Electro Wizard
The Log
Goblin Gang Battle Ram Three Musketeers
Earthquake
Goblin Gang Tesla
Arrows
Goblin Gang
Royal Delivery
Knight Goblin Gang Battle Ram Three Musketeers Electro Wizard
Fireball
Goblin Gang Tesla Battle Ram Three Musketeers Electro Wizard
Poison
Goblin Gang Three Musketeers Electro Wizard
Lightning
Knight Tesla Battle Ram Three Musketeers Electro Wizard
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log

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 Knight Battle Ram

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.

Goblin Gang Three Musketeers 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.

The Log Arrows Knight Goblin Gang Tesla Battle Ram Electro Wizard Three Musketeers

Shortest cycle

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

11 The Log Arrows Knight Goblin Gang

Attack Synergies 4 9

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
Knight Battle Ram
Knight
Goblin Gang Battle Ram Three Musketeers Arrows The Log Electro Wizard
Goblin Gang
Knight Battle Ram Three Musketeers
Tesla
Battle Ram
Knight The Log Arrows Goblin Gang Three Musketeers Electro Wizard
Three Musketeers
Knight Goblin Gang Battle Ram The Log
The Log
Battle Ram Knight Three Musketeers
Electro Wizard
Knight Battle Ram

Defense Synergies 5 9

Arrows
Knight Tesla
Knight
Goblin Gang Tesla Electro Wizard Arrows Three Musketeers The Log
Goblin Gang
Knight Tesla The Log Electro Wizard
Tesla
Knight Goblin Gang The Log Arrows Electro Wizard
Battle Ram
Three Musketeers
Knight The Log
The Log
Tesla Knight Goblin Gang Three Musketeers Electro Wizard
Electro Wizard
Knight Goblin Gang Tesla The Log

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.

Knight Tesla The Log Electro Wizard
Knight Goblin Gang Tesla Three Musketeers The Log Electro Wizard
Goblin Gang Tesla Three Musketeers Knight Electro Wizard
Tesla Three Musketeers Knight Goblin Gang Electro Wizard
Arrows The Log
Arrows Goblin Gang The Log Tesla Electro Wizard
Tesla Three Musketeers Electro Wizard Arrows Goblin Gang
Arrows Tesla The Log Electro Wizard
Tesla Three Musketeers Goblin Gang
Knight Goblin Gang Tesla Electro Wizard
Goblin Gang Electro Wizard Arrows Knight Tesla The Log
Arrows Tesla Three Musketeers Goblin Gang Electro Wizard
Tesla Knight Goblin Gang Three Musketeers The Log Electro Wizard
Three Musketeers Arrows Goblin Gang Tesla The Log Electro Wizard
Knight Goblin Gang Tesla Three Musketeers Electro Wizard
Goblin Gang Tesla Three Musketeers The Log Electro Wizard
Tesla Three Musketeers Arrows Knight Goblin Gang Electro Wizard
Arrows Tesla Knight Goblin Gang Three Musketeers The Log Electro Wizard
Arrows The Log Knight Tesla Electro Wizard
Tesla Three Musketeers Electro Wizard
Goblin Gang Arrows Knight Tesla The Log Electro Wizard
Tesla

Counters to secondary win conditions

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

Knight Goblin Gang Tesla Electro Wizard
Electro Wizard Arrows Knight Goblin Gang Tesla The Log
Goblin Gang Knight The Log Electro Wizard
Goblin Gang Knight Tesla The Log Electro Wizard
Knight Goblin Gang Tesla Three Musketeers
Arrows Goblin Gang Tesla Three Musketeers Electro Wizard
Goblin Gang Knight Tesla Electro Wizard
Knight Tesla
Electro Wizard Knight The Log
Goblin Gang Tesla Three Musketeers
Knight Tesla
Arrows The Log Electro Wizard
Knight Goblin Gang Tesla Three Musketeers
Tesla Three Musketeers
Goblin Gang Tesla Electro Wizard Knight Three Musketeers The Log
Arrows Tesla The Log 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 Knight The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows Knight The Log
Arrows The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Goblin Gang Three Musketeers Electro Wizard
Arrows Knight The Log Electro Wizard
Arrows
Knight Three Musketeers The Log
Arrows
Arrows The Log
Arrows Three Musketeers The Log
Arrows Three Musketeers The Log
Arrows Three Musketeers
Arrows Three Musketeers The Log Electro Wizard
Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Arrows Electro Wizard
Electro Wizard
Arrows The Log
Arrows Electro Wizard
Arrows The Log
Electro Wizard Goblin Gang
Arrows Three Musketeers Electro Wizard
Arrows The Log
Knight Goblin Gang Three Musketeers Electro Wizard
Arrows The Log
Arrows
Three Musketeers
Goblin Gang The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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