My Best Clash Royale Deck

Deck Check Rating

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

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.

Firecracker Musketeer Electro Wizard

Defensive buildings

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

Mortar

Investments

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

Knight Firecracker Musketeer Balloon Electro Wizard

Offensive cards

Win conditions

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

Mortar Balloon

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.

Mortar Balloon

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 Mortar Barbarians Balloon

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.

Firecracker Balloon 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
Balloon
Giant Snowball
Barbarians Musketeer Balloon
Zap
Firecracker Mortar Balloon
Barbarian Barrel
Knight Firecracker Mortar Barbarians Musketeer Electro Wizard
The Log
Firecracker Barbarians Musketeer
Earthquake
Firecracker Mortar Barbarians
Arrows
Firecracker
Royal Delivery
Knight Firecracker Barbarians Musketeer Balloon Electro Wizard
Fireball
Firecracker Mortar Barbarians Musketeer Balloon Electro Wizard
Poison
Firecracker Mortar Barbarians Musketeer Balloon Electro Wizard
Lightning
Knight Mortar Musketeer Balloon Electro Wizard
Rocket
Mortar Barbarians Musketeer Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Mortar

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.

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.

Barbarians Musketeer 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Knight Firecracker Mortar Musketeer Electro Wizard Barbarians Balloon

Shortest cycle

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

12 Zap Knight Firecracker Mortar

Attack Synergies 7 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.

Zap
Firecracker Balloon Electro Wizard Knight Mortar Musketeer
Knight
Firecracker Mortar Musketeer Balloon Zap Electro Wizard
Firecracker
Zap Knight Mortar Balloon
Mortar
Knight Zap Firecracker Musketeer
Barbarians
Balloon
Musketeer
Knight Zap Mortar Balloon
Balloon
Zap Knight Firecracker Barbarians Musketeer Electro Wizard
Electro Wizard
Zap Knight Balloon

Defense Synergies 4 12

Zap
Electro Wizard Knight Firecracker Mortar Barbarians Musketeer
Knight
Firecracker Musketeer Electro Wizard Zap Mortar
Firecracker
Knight Zap Mortar Musketeer Electro Wizard
Mortar
Zap Knight Firecracker Musketeer Electro Wizard
Barbarians
Zap
Musketeer
Knight Zap Firecracker Mortar Electro Wizard
Balloon
Electro Wizard
Zap Knight Firecracker Mortar 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 Firecracker Mortar Musketeer Electro Wizard
Barbarians Zap Knight Firecracker Mortar Musketeer Electro Wizard
Mortar Barbarians Knight Musketeer Electro Wizard
Barbarians Knight Firecracker Mortar Musketeer Electro Wizard
Firecracker Barbarians
Zap Firecracker Musketeer Electro Wizard
Musketeer Electro Wizard Zap Firecracker Mortar
Zap Barbarians Musketeer Electro Wizard
Barbarians Mortar Musketeer
Knight Firecracker Barbarians Musketeer Electro Wizard
Barbarians Electro Wizard Zap Knight Firecracker Musketeer
Musketeer Zap Firecracker Electro Wizard
Mortar Barbarians Zap Knight Musketeer Electro Wizard
Zap Firecracker Mortar Barbarians Electro Wizard
Barbarians Knight Mortar Electro Wizard
Barbarians Zap Mortar Electro Wizard
Barbarians Knight Firecracker Mortar Musketeer Electro Wizard
Mortar Zap Knight Firecracker Barbarians Musketeer Electro Wizard
Zap Mortar Knight Firecracker Barbarians Musketeer Electro Wizard
Barbarians Mortar Musketeer Electro Wizard
Knight Firecracker Barbarians Musketeer Electro Wizard

Counters to secondary win conditions

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

Knight Barbarians Zap Electro Wizard
Electro Wizard Zap Knight Firecracker Mortar Musketeer
Barbarians Zap Knight Musketeer Electro Wizard
Zap Knight Barbarians Musketeer Electro Wizard
Barbarians Knight Musketeer
Firecracker Zap Musketeer Electro Wizard
Knight Barbarians Musketeer Electro Wizard
Knight Barbarians
Zap Electro Wizard Knight Firecracker Mortar Barbarians
Barbarians Musketeer
Knight Barbarians Musketeer
Zap Barbarians Electro Wizard
Barbarians Knight
Firecracker Barbarians Musketeer
Barbarians Electro Wizard Zap Knight Firecracker Mortar Musketeer
Zap Firecracker Barbarians Musketeer 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.)

Knight Firecracker Mortar Musketeer
Firecracker Mortar Zap Musketeer Electro Wizard
Knight Firecracker Barbarians Musketeer
Zap Firecracker Mortar
Firecracker Zap Musketeer
Firecracker Mortar Musketeer
Zap Firecracker
Zap Firecracker Mortar
Musketeer Electro Wizard
Firecracker Zap Knight Mortar Musketeer Electro Wizard
Zap Firecracker Musketeer
Knight Firecracker Mortar Musketeer
Firecracker Mortar Musketeer
Zap Firecracker Mortar Musketeer
Zap Firecracker Mortar Musketeer
Firecracker Mortar Musketeer
Mortar
Zap Firecracker Mortar Musketeer Electro Wizard
Zap Firecracker Mortar
Musketeer
Musketeer
Zap Mortar Barbarians Musketeer
Zap Firecracker Mortar
Firecracker Mortar Zap Musketeer Electro Wizard
Zap Mortar Musketeer
Zap Firecracker Mortar Musketeer
Zap Firecracker Musketeer Electro Wizard
Zap Electro Wizard Firecracker Musketeer
Zap Mortar Musketeer
Zap Firecracker Electro Wizard
Firecracker
Zap Electro Wizard Barbarians Musketeer
Zap Firecracker Musketeer Electro Wizard
Knight Firecracker Musketeer Electro Wizard
Zap Firecracker Mortar Musketeer
Zap
Firecracker Musketeer
Zap Firecracker Musketeer Electro Wizard
Firecracker Zap Musketeer Electro Wizard
Zap Firecracker Mortar Musketeer Electro Wizard

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