My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Musketeer Inferno Tower

Defensive buildings

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

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.

Bats Knight Musketeer Mega Knight

Offensive cards

Win conditions

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

Wall Breakers

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.

Wall Breakers 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.

Fire Spirit Knight Wall Breakers Mega Knight

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 Wall Breakers
Giant Snowball
Fire Spirit Bats Musketeer Wall Breakers
Zap
Fire Spirit Bats Inferno Tower Wall Breakers
Barbarian Barrel
Fire Spirit Knight Musketeer Inferno Tower Wall Breakers
The Log
Fire Spirit Musketeer Wall Breakers
Earthquake
Inferno Tower
Arrows
Fire Spirit Bats Wall Breakers
Royal Delivery
Fire Spirit Bats Knight Musketeer Wall Breakers
Fireball
Musketeer Inferno Tower Wall Breakers
Poison
Bats Musketeer Inferno Tower
Lightning
Knight Musketeer Inferno Tower
Rocket
Musketeer Inferno Tower

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 Mega Knight

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 Bats Arrows Knight Inferno Tower 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.

Fire Spirit 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Wall Breakers Arrows Knight Musketeer Inferno Tower Mega Knight

Shortest cycle

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

8 Fire Spirit Bats Wall Breakers Arrows

Attack Synergies 4 8

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
Knight Wall Breakers
Bats
Knight Mega Knight Wall Breakers
Arrows
Knight Wall Breakers Mega Knight
Knight
Bats Musketeer Wall Breakers Fire Spirit Arrows
Musketeer
Knight Mega Knight
Inferno Tower
Wall Breakers
Knight Fire Spirit Bats Arrows Mega Knight
Mega Knight
Bats Arrows Musketeer Wall Breakers

Defense Synergies 5 9

Fire Spirit
Knight Inferno Tower
Bats
Knight Musketeer Inferno Tower Mega Knight
Arrows
Mega Knight Knight Inferno Tower
Knight
Fire Spirit Bats Musketeer Inferno Tower Arrows
Musketeer
Knight Bats Inferno Tower Mega Knight
Inferno Tower
Knight Fire Spirit Bats Arrows Musketeer Mega Knight
Wall Breakers
Mega Knight
Arrows Bats Musketeer 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.

Knight Musketeer Inferno Tower
Inferno Tower Bats Knight Musketeer Mega Knight
Inferno Tower Mega Knight Fire Spirit Bats Knight Musketeer
Inferno Tower Bats Knight Musketeer Mega Knight
Arrows Mega Knight
Arrows Fire Spirit Bats Musketeer Mega Knight
Bats Musketeer Inferno Tower Fire Spirit Arrows
Arrows Musketeer Inferno Tower Mega Knight
Inferno Tower Musketeer
Knight Fire Spirit Musketeer Inferno Tower Mega Knight
Bats Arrows Knight Musketeer Mega Knight
Arrows Musketeer Inferno Tower Bats
Inferno Tower Mega Knight Fire Spirit Bats Knight Musketeer
Fire Spirit Mega Knight Bats Arrows
Inferno Tower Knight Mega Knight
Inferno Tower Mega Knight
Mega Knight Bats Arrows Knight Musketeer Inferno Tower
Fire Spirit Arrows Mega Knight Bats Knight Musketeer
Arrows Fire Spirit Bats Knight Musketeer Mega Knight
Musketeer Inferno Tower
Mega Knight Fire Spirit Bats Arrows Knight Musketeer
Inferno Tower

Counters to secondary win conditions

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

Knight Mega Knight Inferno Tower
Arrows Knight Musketeer Mega Knight
Mega Knight Bats Knight Musketeer Inferno Tower
Mega Knight Bats Knight Musketeer Inferno Tower
Inferno Tower Knight Musketeer Mega Knight
Fire Spirit Arrows Bats Musketeer
Bats Knight Musketeer Inferno Tower
Inferno Tower Mega Knight Knight
Mega Knight Bats Knight Inferno Tower
Inferno Tower Musketeer
Mega Knight Bats Knight Musketeer Inferno Tower
Mega Knight Arrows
Mega Knight Knight Inferno Tower
Musketeer Mega Knight
Inferno Tower Bats Knight Musketeer
Bats Arrows Mega Knight Musketeer Inferno Tower
Arrows 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 Knight Musketeer
Arrows Musketeer
Arrows
Arrows Knight Musketeer
Fire Spirit Arrows Mega Knight
Arrows Fire Spirit Bats Musketeer
Fire Spirit Arrows Musketeer
Arrows Fire Spirit
Arrows
Fire Spirit Bats Musketeer
Arrows Knight Musketeer
Fire Spirit Arrows Musketeer
Fire Spirit Knight Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer Mega Knight
Arrows
Bats
Fire Spirit Arrows Musketeer Mega Knight
Fire Spirit Arrows Mega Knight
Musketeer Mega Knight
Arrows
Musketeer
Arrows Musketeer
Arrows Fire Spirit Mega Knight
Arrows Musketeer
Arrows Musketeer Mega Knight
Arrows Musketeer
Fire Spirit Bats Arrows Musketeer
Bats Musketeer
Arrows Musketeer Mega Knight
Arrows
Mega Knight
Arrows
Fire Spirit Bats Musketeer
Fire Spirit Arrows Musketeer
Arrows
Knight Musketeer Mega Knight
Arrows Musketeer
Arrows
Musketeer Mega Knight
Bats Musketeer
Bats Musketeer
Musketeer Mega Knight
Mega Knight

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