My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Hunter Magic Archer 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.

Skeletons Rune Giant Hunter Magic Archer Ram Rider Mega Knight

Offensive cards

Win conditions

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

Rune Giant Ram Rider

Damage spells

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

Arrows Tornado

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.

Rune Giant Magic Archer 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.

Magic Archer 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
Skeletons Ram Rider
Giant Snowball
Skeletons Ram Rider
Zap
Skeletons Ram Rider
Barbarian Barrel
Skeletons Hunter Magic Archer
The Log
Skeletons Hunter Ram Rider
Earthquake
Skeletons
Arrows
Skeletons
Royal Delivery
Skeletons Hunter Magic Archer Ram Rider
Fireball
Hunter Magic Archer Ram Rider
Poison
Hunter Magic Archer
Lightning
Hunter Magic Archer Ram Rider
Rocket
Hunter Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Hunter Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Hunter Magic Archer 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 Tornado Rune Giant 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Tornado Rune Giant Hunter Magic Archer Ram Rider Mega Knight

Shortest cycle

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

11 Skeletons Arrows Tornado Rune Giant

Attack Synergies 2 10

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.

Skeletons
Arrows
Ram Rider Mega Knight
Tornado
Magic Archer Hunter Ram Rider Mega Knight
Rune Giant
Hunter
Hunter
Tornado Rune Giant Ram Rider Mega Knight
Magic Archer
Tornado Ram Rider Mega Knight
Ram Rider
Magic Archer Arrows Tornado Hunter Mega Knight
Mega Knight
Arrows Tornado Hunter Magic Archer Ram Rider

Defense Synergies 2 12

Skeletons
Tornado Hunter Magic Archer Ram Rider
Arrows
Mega Knight Tornado
Tornado
Magic Archer Skeletons Arrows Hunter Ram Rider Mega Knight
Rune Giant
Hunter
Skeletons Tornado Ram Rider Mega Knight
Magic Archer
Tornado Skeletons Ram Rider Mega Knight
Ram Rider
Skeletons Tornado Hunter Magic Archer
Mega Knight
Arrows Tornado Hunter Magic Archer

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.

Magic Archer Ram Rider
Hunter Skeletons Ram Rider Mega Knight
Tornado Hunter Ram Rider Mega Knight Skeletons
Hunter Skeletons Ram Rider Mega Knight
Arrows Tornado Mega Knight
Arrows Tornado Skeletons Hunter Magic Archer Mega Knight
Tornado Hunter Ram Rider Arrows Magic Archer
Arrows Magic Archer Ram Rider Mega Knight
Hunter Skeletons Tornado
Tornado Skeletons Hunter Mega Knight
Skeletons Arrows Tornado Hunter Magic Archer Ram Rider Mega Knight
Arrows Hunter Tornado Magic Archer Ram Rider
Hunter Mega Knight Skeletons Ram Rider
Mega Knight Arrows Tornado Hunter Magic Archer
Hunter Ram Rider Mega Knight
Tornado Hunter Ram Rider Mega Knight
Mega Knight Skeletons Arrows Tornado Hunter
Arrows Mega Knight Tornado Hunter Magic Archer Ram Rider
Arrows Tornado Hunter Magic Archer Ram Rider Mega Knight
Tornado Hunter Ram Rider
Mega Knight Arrows Hunter
Hunter

Counters to secondary win conditions

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

Mega Knight Skeletons
Arrows Hunter Magic Archer Mega Knight
Mega Knight Skeletons Hunter Ram Rider
Hunter Mega Knight Tornado Ram Rider
Skeletons Hunter Ram Rider Mega Knight
Arrows Skeletons Tornado Hunter Magic Archer Ram Rider
Skeletons Hunter Ram Rider
Mega Knight Hunter
Mega Knight Skeletons Tornado Magic Archer
Skeletons
Mega Knight Hunter
Mega Knight Arrows Tornado
Mega Knight Skeletons Hunter Ram Rider
Magic Archer Mega Knight
Skeletons Tornado Hunter Magic Archer
Arrows Mega Knight Hunter Magic Archer
Arrows

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.)

Magic Archer Arrows
Arrows Tornado Magic Archer Ram Rider
Arrows Magic Archer
Arrows
Arrows Magic Archer Mega Knight
Arrows Tornado Hunter Magic Archer Ram Rider
Arrows Tornado Magic Archer
Arrows Tornado Hunter Magic Archer Ram Rider
Arrows Tornado Ram Rider
Tornado
Arrows Tornado Magic Archer Ram Rider
Arrows Tornado Magic Archer
Hunter Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Hunter Magic Archer
Magic Archer Arrows Mega Knight
Arrows Tornado
Arrows Hunter Magic Archer Mega Knight
Arrows Tornado Magic Archer Mega Knight
Magic Archer Mega Knight
Arrows Tornado
Tornado
Arrows
Arrows Tornado Hunter Magic Archer Mega Knight
Arrows Tornado Hunter Magic Archer Ram Rider
Arrows Tornado Magic Archer Ram Rider Mega Knight
Arrows Tornado Magic Archer
Arrows Tornado Hunter Magic Archer
Arrows Hunter Magic Archer Mega Knight
Arrows Magic Archer
Mega Knight
Arrows Magic Archer
Magic Archer
Arrows Tornado Hunter Magic Archer Ram Rider
Arrows
Hunter Magic Archer Mega Knight
Arrows Magic Archer
Arrows Tornado
Mega Knight
Tornado Magic Archer
Tornado Magic Archer
Tornado Magic Archer Mega Knight
Mega Knight

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