My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Missing

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.

Skeletons Ice Spirit Fisherman

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Rocket The Log

Pump responses

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

Rocket

Dropped at the bridge

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

Ice Spirit

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
Skeletons Fisherman
Giant Snowball
Skeletons Cannon Fisherman
Zap
Skeletons Cannon Fisherman
Barbarian Barrel
Skeletons Ice Spirit Cannon
The Log
Skeletons Ice Spirit Cannon Fisherman
Earthquake
Skeletons Cannon
Arrows
Skeletons Ice Spirit
Royal Delivery
Skeletons Ice Spirit Fisherman
Fireball
Cannon Fisherman
Poison
Cannon Fisherman
Lightning
Cannon Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Rocket The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Ice Spirit Arrows Rocket

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.

Ice Spirit

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Ice Spirit The Log Arrows Cannon Fisherman Rocket

Shortest cycle

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

4 Mirror Skeletons Ice Spirit The Log

Attack Synergies 2 3

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.

Skeletons
Ice Spirit
Fisherman
Arrows
Mirror
Cannon
Rocket
Mirror
Mirror
Arrows The Log Rocket
The Log
Mirror Fisherman
Fisherman
Ice Spirit The Log

Defense Synergies 5 11

Skeletons
Cannon Fisherman Ice Spirit The Log
Ice Spirit
Skeletons Cannon Rocket The Log Fisherman
Arrows
Mirror Cannon
Cannon
Skeletons Mirror The Log Ice Spirit Arrows Rocket
Rocket
Ice Spirit Cannon The Log
Mirror
Arrows Cannon The Log
The Log
Cannon Skeletons Ice Spirit Rocket Mirror Fisherman
Fisherman
Skeletons Ice Spirit The Log

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.

Rocket Cannon The Log
Skeletons Ice Spirit Cannon The Log Fisherman
Cannon Rocket Fisherman Skeletons
Cannon Skeletons Fisherman
Arrows Rocket The Log
Arrows The Log Skeletons Cannon
Rocket Ice Spirit Arrows Cannon
Rocket Arrows Cannon The Log
Cannon Skeletons Fisherman
Skeletons Ice Spirit Cannon Fisherman
Skeletons Arrows Cannon The Log Fisherman
Arrows
Cannon Skeletons Ice Spirit Rocket The Log
Rocket Ice Spirit Arrows Cannon The Log
Cannon
Rocket Ice Spirit Cannon The Log Fisherman
Skeletons Arrows Cannon Fisherman
Ice Spirit Arrows Cannon The Log Fisherman
Arrows The Log Ice Spirit Cannon Fisherman
Cannon Fisherman
Arrows Cannon The Log Fisherman
Cannon

Counters to secondary win conditions

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

Skeletons Fisherman
Arrows Rocket The Log Fisherman
Skeletons Ice Spirit Rocket The Log Fisherman
Rocket The Log Fisherman
Skeletons Cannon Fisherman
Arrows Rocket Skeletons Ice Spirit
Rocket Skeletons
Fisherman
Rocket Skeletons Ice Spirit The Log
Skeletons Cannon
Rocket Arrows The Log
Rocket Skeletons Cannon
Cannon
Skeletons Ice Spirit Rocket The Log Fisherman
Arrows Cannon The Log
Arrows 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.)

Arrows Rocket The Log
Arrows The Log Fisherman
Rocket Arrows The Log
Arrows Rocket The Log
Rocket Arrows The Log
Arrows Ice Spirit Rocket
Arrows The Log
Arrows The Log Ice Spirit
Arrows The Log Fisherman
Rocket Fisherman
Rocket Arrows The Log Fisherman
Arrows Rocket
Rocket The Log Fisherman
Arrows Rocket Fisherman
Arrows The Log Fisherman
Rocket Arrows The Log
Arrows Rocket The Log
Arrows Rocket
Rocket Fisherman
Rocket Arrows The Log Fisherman
Rocket Arrows The Log
Rocket The Log
Rocket Arrows
Rocket The Log Fisherman
Rocket Arrows The Log
Arrows The Log Ice Spirit
Fisherman
Arrows The Log Fisherman
Arrows The Log Fisherman
Rocket Arrows The Log Fisherman
Arrows
Rocket Ice Spirit
Arrows Rocket The Log
Rocket Ice Spirit Arrows
Rocket Arrows The Log
Ice Spirit Rocket
Rocket Arrows
Arrows The Log
Rocket
Arrows The Log
Rocket Arrows
Ice Spirit Rocket The Log
Rocket
Rocket The Log
Rocket

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