My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
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!
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 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 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.

Skeleton Barrel Firecracker Giant Skeleton Electro Wizard Lumberjack Mega Knight

Offensive cards

Win conditions

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

Skeleton Barrel

Damage spells

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

Arrows

Punishments

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

Skeleton Barrel Lumberjack Mega Knight

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.

Skeleton Barrel Giant Skeleton 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.

Skeleton Barrel Firecracker Giant Skeleton 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
Skeleton Barrel Clone Giant Skeleton
Giant Snowball
Skeleton Barrel Clone Lumberjack
Zap
Skeleton Barrel Firecracker Clone
Barbarian Barrel
Skeleton Barrel Firecracker Clone Giant Skeleton Electro Wizard Lumberjack
The Log
Skeleton Barrel Firecracker Clone Giant Skeleton Lumberjack
Earthquake
Firecracker Clone
Arrows
Skeleton Barrel Firecracker Clone
Royal Delivery
Skeleton Barrel Firecracker Clone Giant Skeleton Electro Wizard Lumberjack
Fireball
Skeleton Barrel Firecracker Clone Electro Wizard Lumberjack
Poison
Skeleton Barrel Firecracker Clone Electro Wizard
Lightning
Electro Wizard Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker 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 Skeleton Barrel Clone Giant Skeleton 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.

Arrows Skeleton Barrel Firecracker Clone Electro Wizard Lumberjack Giant Skeleton Mega Knight

Shortest cycle

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

12 Arrows Skeleton Barrel Firecracker Clone

Attack Synergies 3 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.

Arrows
Skeleton Barrel Giant Skeleton Lumberjack Mega Knight
Skeleton Barrel
Firecracker Clone Arrows Giant Skeleton Lumberjack Mega Knight
Firecracker
Skeleton Barrel Giant Skeleton Lumberjack Mega Knight
Clone
Skeleton Barrel Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton
Clone Arrows Skeleton Barrel Firecracker Electro Wizard Lumberjack
Electro Wizard
Clone Giant Skeleton Lumberjack Mega Knight
Lumberjack
Arrows Skeleton Barrel Firecracker Clone Giant Skeleton Electro Wizard Mega Knight
Mega Knight
Arrows Skeleton Barrel Firecracker Electro Wizard Lumberjack

Defense Synergies 1 11

Arrows
Mega Knight Giant Skeleton Lumberjack
Skeleton Barrel
Mega Knight
Firecracker
Giant Skeleton Electro Wizard Lumberjack Mega Knight
Clone
Giant Skeleton
Arrows Firecracker Electro Wizard Lumberjack
Electro Wizard
Firecracker Giant Skeleton Lumberjack Mega Knight
Lumberjack
Arrows Firecracker Giant Skeleton Electro Wizard
Mega Knight
Arrows Skeleton Barrel Firecracker 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.

Skeleton Barrel Firecracker Electro Wizard
Lumberjack Firecracker Electro Wizard Mega Knight
Lumberjack Mega Knight Giant Skeleton Electro Wizard
Lumberjack Firecracker Electro Wizard Mega Knight
Arrows Firecracker Giant Skeleton Lumberjack Mega Knight
Arrows Firecracker Electro Wizard Lumberjack Mega Knight
Electro Wizard Arrows Firecracker
Arrows Skeleton Barrel Giant Skeleton Electro Wizard Mega Knight
Lumberjack
Firecracker Giant Skeleton Electro Wizard Lumberjack Mega Knight
Electro Wizard Arrows Firecracker Giant Skeleton Lumberjack Mega Knight
Arrows Firecracker Electro Wizard
Lumberjack Mega Knight Giant Skeleton Electro Wizard
Mega Knight Arrows Firecracker Electro Wizard Lumberjack
Electro Wizard Lumberjack Mega Knight
Electro Wizard Lumberjack Mega Knight
Mega Knight Arrows Firecracker Electro Wizard Lumberjack
Arrows Mega Knight Firecracker Electro Wizard Lumberjack
Arrows Firecracker Giant Skeleton Electro Wizard Lumberjack Mega Knight
Electro Wizard Lumberjack
Mega Knight Arrows Firecracker Giant Skeleton Electro Wizard Lumberjack
Lumberjack

Counters to secondary win conditions

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

Lumberjack Mega Knight Giant Skeleton Electro Wizard
Electro Wizard Arrows Skeleton Barrel Firecracker Lumberjack Mega Knight
Giant Skeleton Lumberjack Mega Knight Electro Wizard
Giant Skeleton Lumberjack Mega Knight Electro Wizard
Giant Skeleton Lumberjack Mega Knight
Arrows Firecracker Skeleton Barrel Electro Wizard
Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton Mega Knight Lumberjack
Giant Skeleton Electro Wizard Mega Knight Firecracker
Mega Knight Giant Skeleton Lumberjack
Mega Knight Arrows Giant Skeleton Electro Wizard
Giant Skeleton Mega Knight Lumberjack
Firecracker Mega Knight
Electro Wizard Firecracker Giant Skeleton Lumberjack
Arrows Mega Knight Firecracker Giant Skeleton 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.)

Skeleton Barrel Arrows Firecracker Giant Skeleton
Arrows Firecracker Skeleton Barrel Electro Wizard
Arrows Skeleton Barrel Giant Skeleton
Arrows Skeleton Barrel Firecracker Giant Skeleton
Arrows Firecracker Mega Knight
Arrows Firecracker Skeleton Barrel
Arrows Firecracker
Arrows Skeleton Barrel Firecracker
Arrows Skeleton Barrel Firecracker
Electro Wizard Lumberjack
Firecracker Arrows Skeleton Barrel Electro Wizard
Arrows Firecracker
Skeleton Barrel Firecracker
Arrows Skeleton Barrel Firecracker
Arrows Skeleton Barrel Firecracker
Arrows Skeleton Barrel Firecracker
Arrows Skeleton Barrel Firecracker Mega Knight
Arrows
Arrows Skeleton Barrel Firecracker Electro Wizard Mega Knight
Arrows Skeleton Barrel Firecracker Mega Knight
Giant Skeleton Mega Knight
Arrows
Arrows Skeleton Barrel
Arrows Firecracker Mega Knight
Arrows Firecracker Skeleton Barrel Electro Wizard
Arrows Skeleton Barrel Mega Knight
Arrows Skeleton Barrel Firecracker
Arrows Firecracker Electro Wizard
Electro Wizard Skeleton Barrel Firecracker
Arrows Mega Knight
Arrows Firecracker Electro Wizard
Giant Skeleton Mega Knight
Arrows Firecracker
Skeleton Barrel Electro Wizard
Arrows Firecracker Electro Wizard
Arrows
Firecracker Electro Wizard Lumberjack Mega Knight
Arrows Skeleton Barrel Firecracker
Arrows Giant Skeleton
Firecracker Mega Knight
Firecracker Giant Skeleton Electro Wizard
Firecracker Electro Wizard
Skeleton Barrel Firecracker Giant Skeleton Electro Wizard Mega Knight
Firecracker Mega Knight

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