My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Skeletons Firecracker Royal Giant Prince Lumberjack

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Fireball The Log

Punishments

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

Royal Giant Prince Lumberjack

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.

Electro Spirit Royal Giant Prince 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.

Electro Spirit Firecracker 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
Skeletons Royal Giant Prince
Giant Snowball
Skeletons Lumberjack
Zap
Skeletons Firecracker Royal Giant Prince
Barbarian Barrel
Skeletons Electro Spirit Firecracker Lumberjack
The Log
Skeletons Electro Spirit Firecracker Royal Giant Prince Lumberjack
Earthquake
Skeletons Firecracker
Arrows
Skeletons Electro Spirit Firecracker
Royal Delivery
Skeletons Electro Spirit Firecracker Prince Lumberjack
Fireball
Firecracker Lumberjack
Poison
Firecracker
Lightning
Prince Lumberjack
Rocket
Prince

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker Fireball The Log

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.

Electro Spirit Prince

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.

Royal Giant 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

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.

Skeletons Electro Spirit The Log Firecracker Fireball Lumberjack Prince Royal Giant

Shortest cycle

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

7 Skeletons Electro Spirit The Log Firecracker

Attack Synergies 2 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.

Skeletons
Electro Spirit
Royal Giant Fireball Lumberjack
Firecracker
Royal Giant Prince Lumberjack
Royal Giant
Firecracker Fireball Electro Spirit The Log Lumberjack
Fireball
Royal Giant Electro Spirit The Log
Prince
Firecracker The Log Lumberjack
The Log
Royal Giant Fireball Prince Lumberjack
Lumberjack
Electro Spirit Firecracker Royal Giant Prince The Log

Defense Synergies 3 11

Skeletons
Electro Spirit Firecracker Prince The Log Lumberjack
Electro Spirit
Skeletons The Log Lumberjack
Firecracker
The Log Skeletons Prince Lumberjack
Royal Giant
Fireball
The Log Lumberjack
Prince
The Log Skeletons Firecracker
The Log
Firecracker Fireball Prince Skeletons Electro Spirit Lumberjack
Lumberjack
Skeletons Electro Spirit Firecracker Fireball 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.

Firecracker Fireball The Log
Lumberjack Skeletons Firecracker Prince The Log
Prince Lumberjack Skeletons
Prince Lumberjack Skeletons Firecracker
Firecracker Fireball Prince The Log Lumberjack
Fireball The Log Skeletons Electro Spirit Firecracker Lumberjack
Electro Spirit Firecracker Fireball
Electro Spirit Fireball The Log
Skeletons Prince Lumberjack
Skeletons Firecracker Prince Lumberjack
Skeletons Electro Spirit Firecracker Fireball The Log Lumberjack
Firecracker Fireball
Prince Lumberjack Skeletons Fireball The Log
Fireball Electro Spirit Firecracker Prince The Log Lumberjack
Prince Lumberjack
Fireball Prince The Log Lumberjack
Skeletons Firecracker Fireball Prince Lumberjack
Fireball Electro Spirit Firecracker Prince The Log Lumberjack
The Log Electro Spirit Firecracker Fireball Lumberjack
Prince Lumberjack
Electro Spirit Firecracker Fireball Prince The Log Lumberjack

Counters to secondary win conditions

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

Lumberjack Skeletons Fireball Prince
Fireball Firecracker Prince The Log Lumberjack
Lumberjack Skeletons Prince The Log
Prince Lumberjack Fireball The Log
Skeletons Prince Lumberjack
Firecracker Fireball Skeletons Electro Spirit
Prince Skeletons Fireball Lumberjack
Prince Lumberjack
Skeletons Electro Spirit Firecracker Fireball Prince The Log
Skeletons
Prince Lumberjack
Fireball Prince The Log
Prince Skeletons Fireball Lumberjack
Firecracker Fireball
Skeletons Electro Spirit Firecracker Fireball Prince The Log Lumberjack
Electro Spirit Firecracker Fireball The Log
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 The Log
Firecracker Fireball The Log
Fireball The Log
Firecracker Fireball Prince The Log
Fireball Firecracker The Log
Firecracker Fireball Electro Spirit
Firecracker The Log
Fireball The Log Firecracker
Fireball The Log Firecracker
Fireball Prince Lumberjack
Firecracker Fireball Prince The Log
Fireball Firecracker
Firecracker Fireball The Log
Firecracker Fireball
Firecracker Fireball Prince The Log
Firecracker Fireball The Log
Firecracker Fireball The Log
Fireball
Firecracker Fireball Prince The Log
Firecracker Fireball The Log
Fireball Prince The Log
Fireball
Prince The Log
Fireball The Log
Firecracker The Log Electro Spirit Fireball
Firecracker Fireball The Log
Fireball Prince The Log
Fireball Firecracker The Log
Firecracker Fireball
Electro Spirit Firecracker Fireball
Fireball
Fireball The Log
Electro Spirit Firecracker Fireball
Prince
Firecracker Fireball The Log
Electro Spirit Fireball Prince
Fireball Firecracker
The Log Fireball
Fireball Firecracker Prince Lumberjack
The Log Firecracker Fireball
Fireball
Firecracker Prince
Electro Spirit Firecracker Fireball The Log
Firecracker Fireball
Firecracker Fireball Prince The Log

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