My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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.

Witch Inferno Dragon

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.

Witch Electro Giant Inferno Dragon Lumberjack

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Earthquake Fireball Tornado

Punishments

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

Electro Giant Lumberjack

Pump responses

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

Earthquake Fireball

Dropped at the bridge

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

Electro Giant 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.

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 Army Inferno Dragon
Giant Snowball
Skeleton Army Witch Inferno Dragon Lumberjack
Zap
Skeleton Army Witch Inferno Dragon
Barbarian Barrel
Skeleton Army Witch Lumberjack
The Log
Skeleton Army Witch Lumberjack
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Skeleton Army Witch Inferno Dragon Lumberjack
Fireball
Skeleton Army Witch Inferno Dragon Lumberjack
Poison
Skeleton Army Witch
Lightning
Witch Inferno Dragon Lumberjack
Rocket
Witch Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Fireball Tornado Electro Giant

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.

Skeleton Army Tornado Electro Giant Inferno Dragon

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 Skeleton Army

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 Witch

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.

Earthquake Skeleton Army Tornado Fireball Inferno Dragon Lumberjack Witch Electro Giant

Shortest cycle

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

13 Earthquake Skeleton Army Tornado Fireball

Attack Synergies 2 7

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.

Earthquake
Fireball Tornado Electro Giant
Fireball
Tornado Earthquake
Skeleton Army
Tornado
Fireball Electro Giant Earthquake Witch
Witch
Tornado Lumberjack
Electro Giant
Tornado Earthquake Inferno Dragon Lumberjack
Inferno Dragon
Electro Giant
Lumberjack
Witch Electro Giant

Defense Synergies 1 10

Earthquake
Fireball Tornado
Fireball
Tornado Earthquake Lumberjack
Skeleton Army
Inferno Dragon Lumberjack
Tornado
Fireball Earthquake Witch Electro Giant Inferno Dragon
Witch
Tornado Lumberjack
Electro Giant
Tornado Inferno Dragon
Inferno Dragon
Skeleton Army Tornado Electro Giant
Lumberjack
Fireball Skeleton Army Witch

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.

Earthquake Fireball
Skeleton Army Inferno Dragon Lumberjack Witch
Skeleton Army Tornado Witch Lumberjack Inferno Dragon
Skeleton Army Witch Inferno Dragon Lumberjack
Earthquake Fireball Skeleton Army Tornado Lumberjack
Fireball Skeleton Army Tornado Earthquake Lumberjack
Tornado Inferno Dragon Fireball Witch
Earthquake Fireball Electro Giant
Witch Inferno Dragon Skeleton Army Tornado Lumberjack
Skeleton Army Tornado Lumberjack
Skeleton Army Witch Earthquake Fireball Tornado Electro Giant Lumberjack
Inferno Dragon Fireball Tornado Witch
Skeleton Army Lumberjack Earthquake Fireball Witch
Fireball Skeleton Army Earthquake Tornado Witch Lumberjack
Skeleton Army Inferno Dragon Lumberjack
Skeleton Army Tornado Fireball Electro Giant Inferno Dragon Lumberjack
Fireball Skeleton Army Tornado Witch Lumberjack
Fireball Skeleton Army Tornado Witch Lumberjack
Earthquake Tornado Witch Fireball Inferno Dragon Lumberjack
Tornado Inferno Dragon Lumberjack
Skeleton Army Earthquake Fireball Witch Electro Giant Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Fireball Witch Electro Giant
Fireball Inferno Dragon Lumberjack
Skeleton Army Lumberjack Witch
Skeleton Army Lumberjack Fireball Tornado
Skeleton Army Witch Inferno Dragon Lumberjack
Fireball Electro Giant Tornado Witch
Skeleton Army Fireball Witch Lumberjack
Skeleton Army Inferno Dragon Lumberjack
Fireball Skeleton Army Tornado Witch Inferno Dragon
Witch Skeleton Army Inferno Dragon
Inferno Dragon Witch Lumberjack
Skeleton Army Fireball Tornado Electro Giant
Skeleton Army Fireball Witch Lumberjack
Fireball Skeleton Army Witch Electro Giant
Skeleton Army Witch Electro Giant Fireball Tornado Inferno Dragon Lumberjack
Earthquake Fireball Witch Electro Giant Inferno Dragon
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.)

Earthquake Fireball
Fireball Tornado
Earthquake Fireball
Earthquake Fireball
Fireball Earthquake
Fireball Electro Giant Tornado Witch
Earthquake Tornado Witch
Earthquake Fireball Tornado
Fireball Tornado
Fireball Tornado Lumberjack
Earthquake Fireball Tornado
Fireball Tornado
Earthquake Fireball
Earthquake Fireball
Earthquake Fireball
Earthquake Fireball Witch
Earthquake Fireball
Earthquake Fireball Tornado
Earthquake Fireball
Earthquake Fireball Tornado Witch Electro Giant
Earthquake Fireball
Fireball Tornado
Tornado
Earthquake Fireball
Earthquake Tornado Electro Giant Fireball Witch
Witch Inferno Dragon
Fireball Earthquake Tornado Witch
Fireball Tornado Witch
Fireball Tornado
Fireball Tornado Witch Electro Giant
Fireball Witch Electro Giant
Fireball
Earthquake Fireball
Fireball
Earthquake Fireball
Earthquake Fireball Skeleton Army Witch
Fireball Tornado Witch
Fireball
Fireball Lumberjack
Earthquake Fireball
Fireball Tornado Electro Giant
Electro Giant Fireball Tornado Witch
Fireball Tornado Witch
Fireball Tornado Witch Electro Giant
Inferno Dragon
Fireball

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