My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Wizard Magic Archer

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.

Royal Giant Wizard Royal Ghost Magic Archer

Offensive cards

Win conditions

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

Royal Giant Wall Breakers

Damage spells

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

Giant Snowball Earthquake

Punishments

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

Royal Giant Wall Breakers Royal Ghost

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Giant Wall Breakers Royal Ghost Magic Archer

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.

Royal Ghost Magic Archer

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
Royal Giant Wall Breakers Guards
Giant Snowball
Wall Breakers Guards
Zap
Royal Giant Wall Breakers Guards
Barbarian Barrel
Wizard Wall Breakers Guards Royal Ghost Magic Archer
The Log
Royal Giant Wall Breakers Guards
Earthquake
Guards
Arrows
Wall Breakers Guards
Royal Delivery
Wizard Wall Breakers Guards Royal Ghost Magic Archer
Fireball
Wizard Wall Breakers Magic Archer
Poison
Wizard Guards Magic Archer
Lightning
Wizard Magic Archer
Rocket
Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Earthquake Wizard Royal Ghost Magic Archer

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.

Guards Royal Ghost

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Giant Snowball Wall Breakers Earthquake Guards Royal Ghost Magic Archer Wizard Royal Giant

Shortest cycle

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

10 Giant Snowball Wall Breakers Earthquake Guards

Attack Synergies 2 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.

Giant Snowball
Earthquake Royal Giant Wall Breakers Royal Ghost Magic Archer
Royal Giant
Earthquake Giant Snowball Wizard Guards Royal Ghost Magic Archer
Earthquake
Giant Snowball Royal Giant Wall Breakers
Wizard
Royal Giant Royal Ghost
Wall Breakers
Giant Snowball Earthquake Royal Ghost
Guards
Royal Giant
Royal Ghost
Giant Snowball Royal Giant Wizard Wall Breakers Magic Archer
Magic Archer
Giant Snowball Royal Giant Royal Ghost

Defense Synergies 0 8

Giant Snowball
Earthquake Wizard Guards Royal Ghost Magic Archer
Royal Giant
Earthquake
Giant Snowball
Wizard
Giant Snowball Guards Royal Ghost
Wall Breakers
Guards
Giant Snowball Wizard Magic Archer
Royal Ghost
Giant Snowball Wizard
Magic Archer
Giant Snowball Guards

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.

Earthquake Wizard Magic Archer
Giant Snowball
Guards
Earthquake
Giant Snowball Earthquake Guards Royal Ghost Magic Archer
Giant Snowball Wizard Magic Archer
Earthquake Magic Archer
Guards Giant Snowball Royal Ghost
Guards Giant Snowball Earthquake Wizard Royal Ghost Magic Archer
Giant Snowball Wizard Magic Archer
Giant Snowball Earthquake Wizard Guards
Wizard Giant Snowball Earthquake Guards Royal Ghost Magic Archer
Giant Snowball
Wizard
Giant Snowball Wizard Guards Royal Ghost Magic Archer
Giant Snowball Earthquake Wizard Guards Royal Ghost Magic Archer
Wizard Royal Ghost Giant Snowball Earthquake Guards

Counters to secondary win conditions

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

Guards Giant Snowball Royal Ghost
Giant Snowball Wizard Royal Ghost Magic Archer
Guards
Guards
Guards
Wizard Giant Snowball Magic Archer
Guards
Giant Snowball Magic Archer
Guards
Guards
Giant Snowball Guards
Wizard Guards
Wizard Magic Archer
Guards Magic Archer
Giant Snowball Earthquake Wizard Royal Ghost Magic Archer

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.)

Earthquake Magic Archer Guards Royal Ghost
Giant Snowball Royal Ghost Magic Archer
Earthquake Magic Archer
Earthquake Guards
Wizard Giant Snowball Earthquake Magic Archer
Wizard Giant Snowball Magic Archer
Earthquake Wizard Magic Archer
Earthquake Giant Snowball Wizard Magic Archer
Giant Snowball Wizard
Giant Snowball Guards
Earthquake Wizard Magic Archer
Giant Snowball Wizard Magic Archer
Earthquake Giant Snowball Magic Archer
Earthquake Magic Archer
Earthquake Giant Snowball Magic Archer
Earthquake Giant Snowball Wizard Magic Archer
Earthquake Magic Archer Wizard
Giant Snowball Earthquake
Giant Snowball Earthquake Wizard Magic Archer
Giant Snowball Earthquake Wizard Magic Archer
Earthquake Magic Archer
Giant Snowball Wizard
Earthquake Giant Snowball
Giant Snowball Earthquake Wizard Magic Archer
Giant Snowball Earthquake Wizard Royal Ghost Magic Archer
Giant Snowball Wizard Magic Archer
Magic Archer
Giant Snowball Wizard Magic Archer
Giant Snowball Wizard Guards
Giant Snowball
Giant Snowball Earthquake Wizard Magic Archer
Giant Snowball Magic Archer
Giant Snowball Earthquake Wizard Magic Archer
Earthquake Guards Magic Archer
Giant Snowball Wizard Magic Archer
Wizard Magic Archer
Giant Snowball Earthquake Wizard Magic Archer
Giant Snowball
Giant Snowball Guards Magic Archer
Giant Snowball Magic Archer
Giant Snowball Royal Ghost Magic Archer

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