My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker Wizard

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.

Firecracker Wizard Lumberjack Mega Knight Goblinstein

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball

Punishments

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

Hog Rider Lumberjack Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Hog Rider Lumberjack 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.

Firecracker Hog Rider 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
Hog Rider
Giant Snowball
Hog Rider Lumberjack
Zap
Firecracker
Barbarian Barrel
Firecracker Wizard Lumberjack
The Log
Firecracker Hog Rider Lumberjack
Earthquake
Firecracker Hog Rider
Arrows
Firecracker
Royal Delivery
Firecracker Hog Rider Wizard Lumberjack
Fireball
Firecracker Hog Rider Wizard Lumberjack
Poison
Firecracker Wizard
Lightning
Wizard Lumberjack Goblinstein
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball Wizard 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.

Mega Knight

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.

Fireball

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.

Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Firecracker Fireball Hog Rider Lumberjack Wizard Goblinstein Mega Knight

Shortest cycle

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

11 Mirror Firecracker Fireball Hog Rider

Attack Synergies 3 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.

Firecracker
Hog Rider Mirror Lumberjack Mega Knight
Fireball
Hog Rider Mirror Mega Knight
Hog Rider
Firecracker Fireball Wizard Mirror Lumberjack Mega Knight
Wizard
Hog Rider Lumberjack Mega Knight
Mirror
Fireball Firecracker Hog Rider Lumberjack
Lumberjack
Firecracker Hog Rider Wizard Mirror Mega Knight
Mega Knight
Firecracker Fireball Hog Rider Wizard Lumberjack
Goblinstein

Defense Synergies 1 9

Firecracker
Mirror Lumberjack Mega Knight
Fireball
Mirror Lumberjack Mega Knight
Hog Rider
Wizard
Lumberjack Mega Knight
Mirror
Fireball Firecracker Lumberjack Mega Knight
Lumberjack
Firecracker Fireball Wizard Mirror
Mega Knight
Firecracker Fireball Wizard Mirror
Goblinstein

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.

Firecracker Fireball Wizard
Lumberjack Firecracker Mega Knight
Lumberjack Mega Knight
Lumberjack Firecracker Mega Knight
Firecracker Fireball Lumberjack Mega Knight
Fireball Firecracker Lumberjack Mega Knight
Firecracker Fireball Wizard
Fireball Mega Knight
Lumberjack
Firecracker Lumberjack Mega Knight
Firecracker Fireball Wizard Lumberjack Mega Knight
Firecracker Fireball Wizard
Lumberjack Mega Knight Fireball Wizard
Fireball Wizard Mega Knight Firecracker Lumberjack
Lumberjack Mega Knight
Fireball Lumberjack Mega Knight
Wizard Mega Knight Firecracker Fireball Lumberjack
Fireball Mega Knight Firecracker Wizard Lumberjack
Wizard Firecracker Fireball Lumberjack Mega Knight
Lumberjack
Wizard Mega Knight Firecracker Fireball Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Fireball
Fireball Firecracker Wizard Lumberjack Mega Knight
Lumberjack Mega Knight
Lumberjack Mega Knight Fireball
Lumberjack Mega Knight
Firecracker Fireball Wizard
Fireball Lumberjack
Mega Knight Lumberjack
Mega Knight Firecracker Fireball
Mega Knight Lumberjack
Mega Knight Fireball
Mega Knight Fireball Wizard Lumberjack
Wizard Firecracker Fireball Mega Knight
Firecracker Fireball Lumberjack
Mega Knight Firecracker Fireball Wizard
Fireball

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.)

Fireball Firecracker
Firecracker Fireball
Fireball
Firecracker Fireball
Fireball Wizard Firecracker Mega Knight
Firecracker Fireball Wizard
Firecracker Wizard
Fireball Firecracker Wizard
Fireball Firecracker Wizard
Fireball Lumberjack
Firecracker Fireball Wizard
Fireball Firecracker Wizard
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball Wizard
Firecracker Fireball Wizard Mega Knight
Fireball
Firecracker Fireball Wizard Mega Knight
Firecracker Fireball Wizard Mega Knight
Fireball Mega Knight
Fireball Wizard
Fireball
Firecracker Fireball Wizard Mega Knight
Firecracker Fireball Wizard
Fireball Wizard Mega Knight
Fireball Firecracker
Firecracker Fireball Wizard
Firecracker Fireball Wizard
Fireball
Fireball Wizard Mega Knight
Firecracker Fireball
Mega Knight
Firecracker Fireball Wizard
Fireball
Fireball Firecracker Wizard
Fireball
Fireball Firecracker Wizard Lumberjack Mega Knight
Firecracker Fireball Wizard
Fireball
Firecracker Mega Knight
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball Mega Knight
Fireball Firecracker Wizard Mega Knight

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