My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Firecracker Tesla Electro Wizard Mother Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Firecracker Tesla Bowler Electro Wizard Mother Witch

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

The Log

Punishments

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

Hog Rider

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.

Fire Spirit Hog Rider

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.

Firecracker Hog Rider Electro Wizard

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
Hog Rider
Giant Snowball
Fire Spirit Hog Rider
Zap
Fire Spirit Firecracker
Barbarian Barrel
Fire Spirit Firecracker Tesla Electro Wizard
The Log
Fire Spirit Firecracker Hog Rider
Earthquake
Firecracker Tesla Hog Rider
Arrows
Fire Spirit Firecracker
Royal Delivery
Fire Spirit Firecracker Hog Rider Bowler Electro Wizard Mother Witch
Fireball
Firecracker Tesla Hog Rider Bowler Electro Wizard Mother Witch
Poison
Firecracker Electro Wizard Mother Witch
Lightning
Tesla Bowler Electro Wizard Mother Witch
Rocket
Hog Rider Bowler

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Firecracker Bowler 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.

Fire Spirit Bowler Mother Witch

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.

Fire Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit The Log Firecracker Tesla Hog Rider Electro Wizard Mother Witch Bowler

Shortest cycle

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

10 Fire Spirit The Log Firecracker Tesla

Attack Synergies 3 9

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.

Fire Spirit
Hog Rider Bowler Mother Witch
Firecracker
Hog Rider Bowler
Tesla
Hog Rider
Fire Spirit Firecracker The Log Bowler Electro Wizard Mother Witch
Bowler
Fire Spirit Firecracker Hog Rider The Log Electro Wizard Mother Witch
The Log
Hog Rider Bowler
Electro Wizard
Hog Rider Bowler
Mother Witch
Fire Spirit Hog Rider Bowler

Defense Synergies 3 12

Fire Spirit
Firecracker The Log Electro Wizard
Firecracker
The Log Fire Spirit Tesla Electro Wizard
Tesla
The Log Firecracker Bowler Electro Wizard Mother Witch
Hog Rider
Bowler
The Log Tesla Electro Wizard Mother Witch
The Log
Firecracker Tesla Bowler Fire Spirit Electro Wizard Mother Witch
Electro Wizard
Fire Spirit Firecracker Tesla Bowler The Log
Mother Witch
Tesla Bowler 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.

Bowler Firecracker Tesla The Log Electro Wizard
Firecracker Tesla The Log Electro Wizard
Tesla Bowler Fire Spirit Electro Wizard
Tesla Firecracker Bowler Electro Wizard
Firecracker Bowler The Log
Bowler The Log Fire Spirit Firecracker Tesla Electro Wizard Mother Witch
Tesla Electro Wizard Fire Spirit Firecracker
Bowler Tesla The Log Electro Wizard
Tesla
Fire Spirit Firecracker Tesla Bowler Electro Wizard
Electro Wizard Mother Witch Firecracker Tesla Bowler The Log
Tesla Firecracker Electro Wizard
Tesla Bowler Fire Spirit The Log Electro Wizard
Fire Spirit Bowler Firecracker Tesla The Log Electro Wizard
Tesla Electro Wizard
Tesla Bowler The Log Electro Wizard
Tesla Firecracker Bowler Electro Wizard
Fire Spirit Tesla Firecracker Bowler The Log Electro Wizard
The Log Fire Spirit Firecracker Tesla Bowler Electro Wizard Mother Witch
Tesla Electro Wizard
Bowler Fire Spirit Firecracker Tesla The Log Electro Wizard Mother Witch

Counters to secondary win conditions

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

Tesla Bowler Electro Wizard
Electro Wizard Firecracker Tesla Bowler The Log
Bowler The Log Electro Wizard
Bowler Tesla The Log Electro Wizard
Tesla Bowler
Fire Spirit Firecracker Mother Witch Tesla Electro Wizard
Tesla Bowler Electro Wizard
Tesla
Electro Wizard Firecracker The Log
Tesla
Tesla Bowler
Bowler The Log Electro Wizard
Bowler Tesla
Firecracker Tesla Bowler
Tesla Electro Wizard Firecracker Bowler The Log
Bowler Firecracker Tesla The Log Electro Wizard Mother Witch
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.)

Firecracker The Log
Firecracker Bowler The Log Electro Wizard
The Log
Firecracker The Log
Fire Spirit Firecracker Bowler The Log
Firecracker Mother Witch Fire Spirit
Fire Spirit Firecracker Bowler The Log
The Log Fire Spirit Firecracker Bowler
The Log Firecracker
Fire Spirit Bowler Electro Wizard
Firecracker Bowler The Log Electro Wizard
Fire Spirit Firecracker
Fire Spirit Firecracker Bowler The Log
Firecracker
Firecracker The Log
Firecracker Bowler The Log
Firecracker Bowler The Log
Fire Spirit Firecracker Bowler The Log Electro Wizard
Fire Spirit Firecracker Bowler The Log Mother Witch
Bowler The Log
Bowler The Log
The Log
Firecracker The Log Mother Witch Fire Spirit Bowler
Firecracker The Log Bowler Electro Wizard
Bowler The Log
Firecracker The Log
Fire Spirit Firecracker Electro Wizard Mother Witch
Electro Wizard Firecracker
Bowler
The Log
Firecracker Electro Wizard
Firecracker Bowler The Log
Electro Wizard Fire Spirit
Fire Spirit Firecracker Electro Wizard
The Log
Firecracker Bowler Electro Wizard
The Log Firecracker Bowler
Firecracker
Firecracker Bowler The Log Electro Wizard
Firecracker Electro Wizard
Firecracker Bowler The Log Electro Wizard
Firecracker Bowler

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