My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Archers Mega Minion Electro 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.

Archers Mega Minion Balloon Electro Wizard Lumberjack Mega Knight

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows Poison

Punishments

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

Balloon Lumberjack Mega Knight

Pump responses

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

Poison

Dropped at the bridge

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

Balloon 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.

Balloon Electro Wizard 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 Balloon
Giant Snowball
Archers Mega Minion Balloon Lumberjack
Zap
Archers Balloon
Barbarian Barrel
Archers Electro Wizard Lumberjack
The Log
Archers Lumberjack
Earthquake
Archers
Arrows
Archers
Royal Delivery
Archers Mega Minion Balloon Electro Wizard Lumberjack
Fireball
Archers Mega Minion Balloon Electro Wizard Lumberjack
Poison
Archers Mega Minion Balloon Electro Wizard
Lightning
Mega Minion Balloon Electro Wizard Lumberjack
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Poison

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Poison 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.

Arrows Mega Minion Poison Mega 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Mega Minion Poison Electro Wizard Lumberjack Balloon Mega Knight

Shortest cycle

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

13 Archers Arrows Mega Minion Poison

Attack Synergies 2 17

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
Arrows Balloon Lumberjack Mega Knight
Arrows
Balloon Archers Mega Minion Lumberjack Mega Knight
Mega Minion
Arrows Poison Balloon Mega Knight
Poison
Mega Minion Balloon Mega Knight
Balloon
Arrows Lumberjack Archers Mega Minion Poison Electro Wizard Mega Knight
Electro Wizard
Balloon Lumberjack Mega Knight
Lumberjack
Balloon Archers Arrows Electro Wizard Mega Knight
Mega Knight
Archers Arrows Mega Minion Poison Balloon Electro Wizard Lumberjack

Defense Synergies 1 13

Archers
Mega Minion Electro Wizard Lumberjack Mega Knight
Arrows
Mega Knight Mega Minion Lumberjack
Mega Minion
Archers Arrows Electro Wizard Lumberjack Mega Knight
Poison
Electro Wizard Mega Knight
Balloon
Electro Wizard
Archers Mega Minion Poison Lumberjack Mega Knight
Lumberjack
Archers Arrows Mega Minion Electro Wizard
Mega Knight
Arrows Archers Mega Minion Poison Electro Wizard

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.

Mega Minion Electro Wizard
Lumberjack Mega Minion Electro Wizard Mega Knight
Lumberjack Mega Knight Archers Mega Minion Electro Wizard
Lumberjack Mega Minion Electro Wizard Mega Knight
Arrows Poison Lumberjack Mega Knight
Arrows Archers Mega Minion Electro Wizard Lumberjack Mega Knight
Mega Minion Electro Wizard Archers Arrows Poison
Arrows Poison Electro Wizard Mega Knight
Lumberjack
Archers Electro Wizard Lumberjack Mega Knight
Archers Poison Electro Wizard Arrows Mega Minion Lumberjack Mega Knight
Arrows Mega Minion Archers Poison Electro Wizard
Lumberjack Mega Knight Electro Wizard
Mega Knight Arrows Mega Minion Poison Electro Wizard Lumberjack
Electro Wizard Lumberjack Mega Knight
Electro Wizard Lumberjack Mega Knight
Mega Knight Arrows Poison Electro Wizard Lumberjack
Arrows Mega Knight Archers Mega Minion Electro Wizard Lumberjack
Arrows Poison Archers Mega Minion Electro Wizard Lumberjack Mega Knight
Electro Wizard Lumberjack
Mega Knight Archers Arrows Poison Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Archers Electro Wizard
Poison Electro Wizard Archers Arrows Mega Minion Lumberjack Mega Knight
Lumberjack Mega Knight Electro Wizard
Lumberjack Mega Knight Electro Wizard
Lumberjack Mega Knight
Arrows Poison Archers Electro Wizard
Archers Mega Minion Electro Wizard Lumberjack
Mega Knight Lumberjack
Electro Wizard Mega Knight Mega Minion Poison
Mega Minion
Mega Knight Mega Minion Lumberjack
Mega Knight Arrows Poison Electro Wizard
Mega Knight Lumberjack
Archers Mega Knight
Electro Wizard Archers Mega Minion Poison Lumberjack
Arrows Poison Mega Knight Archers Mega Minion Electro Wizard
Arrows 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.)

Poison Arrows
Arrows Poison Electro Wizard
Arrows Poison
Arrows Poison
Poison Arrows Mega Knight
Arrows Poison Mega Minion
Archers Arrows Poison
Arrows Poison
Arrows Poison
Poison Electro Wizard Lumberjack
Poison Arrows Electro Wizard
Poison Archers Arrows
Poison
Arrows Poison
Arrows Poison
Arrows Poison
Arrows Poison Mega Knight
Arrows Poison
Archers Arrows Mega Minion Poison Electro Wizard Mega Knight
Arrows Poison Mega Knight
Poison Mega Knight
Arrows Poison
Arrows Poison
Arrows Poison Mega Knight
Mega Minion
Arrows Poison Electro Wizard
Arrows Poison Mega Knight
Poison Arrows
Poison Archers Arrows Electro Wizard
Electro Wizard Mega Minion Poison
Mega Minion
Poison Arrows Mega Knight
Arrows Poison Electro Wizard
Mega Knight
Arrows Poison
Electro Wizard Archers
Poison Archers Arrows Mega Minion Electro Wizard
Arrows
Poison Mega Minion Electro Wizard Lumberjack Mega Knight
Arrows Poison
Arrows Poison
Mega Minion Mega Knight
Poison Electro Wizard
Poison Electro Wizard
Poison Electro Wizard Mega Knight
Mega Knight

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