My Best Clash Royale Deck

Deck Check Rating

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

4 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Archers Firecracker

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.

Archers Firecracker Bowler Giant Skeleton Lumberjack

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.

Rage

Punishments

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

Wall Breakers Lumberjack

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.

Wall Breakers Giant Skeleton Lumberjack

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 Giant Skeleton Lumberjack

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
Archers Wall Breakers Guards Giant Skeleton
Giant Snowball
Archers Wall Breakers Guards Lumberjack
Zap
Archers Firecracker Wall Breakers Guards
Barbarian Barrel
Archers Firecracker Wall Breakers Guards Giant Skeleton Lumberjack
The Log
Archers Firecracker Wall Breakers Guards Giant Skeleton Lumberjack
Earthquake
Archers Firecracker Guards
Arrows
Archers Firecracker Wall Breakers Guards
Royal Delivery
Archers Firecracker Wall Breakers Guards Bowler Giant Skeleton Lumberjack
Fireball
Archers Firecracker Wall Breakers Bowler Lumberjack
Poison
Archers Firecracker Guards
Lightning
Bowler Lumberjack
Rocket
Bowler

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Bowler

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.

Rage Guards Bowler Giant Skeleton

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.

Wall Breakers Rage Archers Firecracker Guards Lumberjack Bowler Giant Skeleton

Shortest cycle

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

10 Wall Breakers Rage Archers Firecracker

Attack Synergies 0 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.

Archers
Wall Breakers Bowler Giant Skeleton Lumberjack
Firecracker
Wall Breakers Bowler Giant Skeleton Lumberjack
Wall Breakers
Archers Firecracker
Rage
Giant Skeleton
Guards
Lumberjack
Bowler
Archers Firecracker Lumberjack
Giant Skeleton
Archers Firecracker Rage Lumberjack
Lumberjack
Archers Firecracker Guards Bowler Giant Skeleton

Defense Synergies 0 12

Archers
Firecracker Guards Bowler Giant Skeleton Lumberjack
Firecracker
Archers Guards Giant Skeleton Lumberjack
Wall Breakers
Rage
Guards
Archers Firecracker Giant Skeleton Lumberjack
Bowler
Archers Lumberjack
Giant Skeleton
Archers Firecracker Guards Lumberjack
Lumberjack
Archers Firecracker Guards Bowler Giant Skeleton

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.

Bowler Firecracker
Lumberjack Firecracker
Bowler Lumberjack Archers Giant Skeleton
Lumberjack Firecracker Guards Bowler
Firecracker Bowler Giant Skeleton Lumberjack
Bowler Archers Firecracker Guards Lumberjack
Archers Firecracker
Bowler Giant Skeleton
Lumberjack
Guards Archers Firecracker Bowler Giant Skeleton Lumberjack
Archers Guards Firecracker Bowler Giant Skeleton Lumberjack
Archers Firecracker
Bowler Lumberjack Guards Giant Skeleton
Bowler Firecracker Guards Lumberjack
Lumberjack
Bowler Lumberjack
Firecracker Bowler Lumberjack
Archers Firecracker Guards Bowler Lumberjack
Archers Firecracker Guards Bowler Giant Skeleton Lumberjack
Lumberjack
Bowler Archers Firecracker Guards Giant Skeleton Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Archers Bowler Giant Skeleton
Archers Firecracker Bowler Lumberjack
Guards Giant Skeleton Lumberjack Bowler
Guards Bowler Giant Skeleton Lumberjack
Giant Skeleton Guards Bowler Lumberjack
Firecracker Archers
Guards Archers Bowler Giant Skeleton Lumberjack
Giant Skeleton Lumberjack
Giant Skeleton Firecracker
Guards
Guards Bowler Giant Skeleton Lumberjack
Guards Bowler Giant Skeleton
Bowler Giant Skeleton Guards Lumberjack
Archers Firecracker Bowler
Guards Archers Firecracker Bowler Giant Skeleton Lumberjack
Bowler Archers Firecracker Giant Skeleton

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.)

Firecracker Guards Giant Skeleton
Firecracker Bowler
Giant Skeleton
Firecracker Guards Giant Skeleton
Firecracker Bowler
Firecracker
Archers Firecracker Bowler
Firecracker Bowler
Firecracker
Guards Bowler Lumberjack
Firecracker Bowler
Archers Firecracker
Firecracker Bowler
Firecracker
Firecracker
Firecracker Bowler
Firecracker Bowler
Archers Firecracker Bowler
Firecracker Bowler
Bowler Giant Skeleton
Bowler
Firecracker Bowler
Firecracker Bowler
Bowler
Firecracker
Archers Firecracker
Firecracker Guards
Bowler
Firecracker
Giant Skeleton
Firecracker Bowler
Archers Guards
Archers Firecracker
Firecracker Bowler Lumberjack
Firecracker Bowler
Giant Skeleton
Firecracker
Firecracker Guards Bowler Giant Skeleton
Firecracker
Firecracker Bowler Giant Skeleton
Firecracker Bowler

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