My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Musketeer Wizard Ram Rider

Defensive buildings

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

Cannon

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 Wizard Giant Skeleton Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Zap

Punishments

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

Ram Rider

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 Giant Skeleton Ram Rider

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.

Giant Skeleton 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
Bats Giant Skeleton Ram Rider
Giant Snowball
Bats Cannon Musketeer Ram Rider
Zap
Bats Cannon Ram Rider
Barbarian Barrel
Knight Cannon Musketeer Wizard Giant Skeleton
The Log
Cannon Musketeer Giant Skeleton Ram Rider
Earthquake
Cannon
Arrows
Bats
Royal Delivery
Bats Knight Musketeer Wizard Giant Skeleton Ram Rider
Fireball
Cannon Musketeer Wizard Ram Rider
Poison
Bats Cannon Musketeer Wizard
Lightning
Knight Cannon Musketeer Wizard Ram Rider
Rocket
Musketeer Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Bats Knight Giant Skeleton

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.

Musketeer 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Knight Cannon Musketeer Wizard Ram Rider Giant Skeleton

Shortest cycle

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

10 Bats Zap Knight Cannon

Attack Synergies 4 11

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.

Bats
Knight Giant Skeleton Zap Ram Rider
Zap
Ram Rider Bats Knight Musketeer Giant Skeleton
Knight
Bats Musketeer Zap Wizard Ram Rider
Cannon
Musketeer
Knight Zap Giant Skeleton Ram Rider
Wizard
Knight Giant Skeleton Ram Rider
Giant Skeleton
Bats Zap Musketeer Wizard
Ram Rider
Zap Bats Knight Musketeer Wizard

Defense Synergies 5 13

Bats
Knight Zap Cannon Musketeer Giant Skeleton
Zap
Cannon Bats Knight Musketeer Giant Skeleton Ram Rider
Knight
Bats Cannon Musketeer Zap Wizard
Cannon
Zap Knight Musketeer Bats Wizard
Musketeer
Knight Cannon Bats Zap Giant Skeleton Ram Rider
Wizard
Knight Cannon Giant Skeleton
Giant Skeleton
Bats Zap Musketeer Wizard
Ram Rider
Zap Musketeer

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.

Zap Knight Cannon Musketeer Wizard Ram Rider
Bats Zap Knight Cannon Musketeer Ram Rider
Cannon Ram Rider Bats Knight Musketeer Giant Skeleton
Cannon Bats Knight Musketeer Ram Rider
Giant Skeleton
Bats Zap Cannon Musketeer
Bats Musketeer Ram Rider Zap Cannon Wizard
Zap Cannon Musketeer Giant Skeleton Ram Rider
Cannon Musketeer
Knight Cannon Musketeer Giant Skeleton
Bats Zap Knight Cannon Musketeer Wizard Giant Skeleton Ram Rider
Musketeer Bats Zap Wizard Ram Rider
Cannon Bats Zap Knight Musketeer Wizard Giant Skeleton Ram Rider
Wizard Bats Zap Cannon
Knight Cannon Ram Rider
Zap Cannon Ram Rider
Wizard Bats Knight Cannon Musketeer
Cannon Bats Zap Knight Musketeer Wizard Ram Rider
Zap Wizard Bats Knight Cannon Musketeer Giant Skeleton Ram Rider
Cannon Musketeer Ram Rider
Wizard Bats Knight Cannon Musketeer Giant Skeleton
Cannon

Counters to secondary win conditions

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

Knight Zap Giant Skeleton
Zap Knight Musketeer Wizard
Giant Skeleton Bats Zap Knight Musketeer Ram Rider
Giant Skeleton Bats Zap Knight Musketeer Ram Rider
Giant Skeleton Knight Cannon Musketeer Ram Rider
Wizard Bats Zap Musketeer Ram Rider
Bats Knight Musketeer Giant Skeleton Ram Rider
Giant Skeleton Knight
Zap Giant Skeleton Bats Knight
Cannon Musketeer
Bats Knight Musketeer Giant Skeleton
Zap Giant Skeleton
Giant Skeleton Knight Cannon Wizard Ram Rider
Wizard Cannon Musketeer
Bats Zap Knight Musketeer Giant Skeleton
Bats Zap Cannon Musketeer Wizard Giant Skeleton
Zap Cannon

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.)

Knight Musketeer Giant Skeleton
Zap Musketeer Ram Rider
Giant Skeleton
Knight Musketeer Giant Skeleton
Wizard Zap
Wizard Bats Zap Musketeer Ram Rider
Musketeer Wizard
Zap Wizard Ram Rider
Zap Wizard Ram Rider
Bats Musketeer
Zap Knight Musketeer Wizard Ram Rider
Zap Musketeer Wizard
Knight Musketeer
Musketeer
Zap Musketeer
Zap Musketeer Wizard
Musketeer Wizard
Bats
Zap Musketeer Wizard
Zap Wizard
Musketeer Giant Skeleton
Wizard
Musketeer
Zap Musketeer
Zap Wizard
Zap Musketeer Wizard Ram Rider
Zap Musketeer Wizard Ram Rider
Zap Musketeer
Bats Zap Musketeer Wizard
Zap Bats Musketeer Wizard
Zap Musketeer Wizard
Zap
Giant Skeleton
Wizard
Zap Bats Musketeer
Zap Musketeer Wizard Ram Rider
Knight Musketeer Wizard
Zap Musketeer Wizard
Zap Giant Skeleton
Musketeer
Zap Bats Musketeer Giant Skeleton
Bats Zap Musketeer
Zap Musketeer Giant Skeleton
Wizard

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