My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
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.

Wizard Electro Wizard Ram Rider

Defensive buildings

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

Cannon

Investments

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

Ice Spirit Wizard P.E.K.K.A Electro Wizard Lumberjack Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Zap

Punishments

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

Lumberjack Ram 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.

Ice Spirit P.E.K.K.A Lumberjack Ram 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.

Electro Wizard Lumberjack Ram Rider

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
Ram Rider
Giant Snowball
Cannon Lumberjack Ram Rider
Zap
Cannon Ram Rider
Barbarian Barrel
Ice Spirit Cannon Wizard Electro Wizard Lumberjack
The Log
Ice Spirit Cannon Lumberjack Ram Rider
Earthquake
Cannon
Arrows
Ice Spirit
Royal Delivery
Ice Spirit Wizard P.E.K.K.A Electro Wizard Lumberjack Ram Rider
Fireball
Cannon Wizard Electro Wizard Lumberjack Ram Rider
Poison
Cannon Wizard Electro Wizard
Lightning
Cannon Wizard Electro Wizard Lumberjack Ram Rider
Rocket
Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Wizard

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.

Ice Spirit P.E.K.K.A

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.

Ice Spirit Wizard 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.

Ice Spirit Zap Cannon Electro Wizard Lumberjack Wizard Ram Rider P.E.K.K.A

Shortest cycle

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

10 Ice Spirit Zap Cannon Electro Wizard

Attack Synergies 6 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.

Ice Spirit
Zap P.E.K.K.A Lumberjack Ram Rider
Zap
Ice Spirit P.E.K.K.A Electro Wizard Ram Rider Lumberjack
Cannon
Wizard
P.E.K.K.A Lumberjack Ram Rider
P.E.K.K.A
Ice Spirit Zap Electro Wizard Wizard Lumberjack Ram Rider
Electro Wizard
Zap P.E.K.K.A Lumberjack Ram Rider
Lumberjack
Ice Spirit Zap Wizard P.E.K.K.A Electro Wizard Ram Rider
Ram Rider
Zap Ice Spirit Wizard P.E.K.K.A Electro Wizard Lumberjack

Defense Synergies 3 19

Ice Spirit
Zap Cannon Wizard P.E.K.K.A Electro Wizard Lumberjack Ram Rider
Zap
Ice Spirit Cannon Electro Wizard P.E.K.K.A Lumberjack Ram Rider
Cannon
Zap Ice Spirit Wizard Electro Wizard Lumberjack
Wizard
Ice Spirit Cannon P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A
Ice Spirit Zap Wizard Electro Wizard
Electro Wizard
Zap Ice Spirit Cannon Wizard P.E.K.K.A Lumberjack Ram Rider
Lumberjack
Ice Spirit Zap Cannon Wizard Electro Wizard Ram Rider
Ram Rider
Ice Spirit Zap Electro Wizard Lumberjack

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.

Zap Cannon Wizard Electro Wizard Ram Rider
P.E.K.K.A Lumberjack Ice Spirit Zap Cannon Electro Wizard Ram Rider
Cannon P.E.K.K.A Lumberjack Ram Rider Electro Wizard
Cannon P.E.K.K.A Lumberjack Electro Wizard Ram Rider
P.E.K.K.A Lumberjack
Zap Cannon Electro Wizard Lumberjack
Electro Wizard Ram Rider Ice Spirit Zap Cannon Wizard
Zap Cannon P.E.K.K.A Electro Wizard Ram Rider
Cannon P.E.K.K.A Lumberjack
Ice Spirit Cannon Electro Wizard Lumberjack
Electro Wizard Zap Cannon Wizard Lumberjack Ram Rider
Zap Wizard Electro Wizard Ram Rider
Cannon P.E.K.K.A Lumberjack Ice Spirit Zap Wizard Electro Wizard Ram Rider
Wizard Ice Spirit Zap Cannon P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Cannon Electro Wizard Lumberjack Ram Rider
Ice Spirit Zap Cannon P.E.K.K.A Electro Wizard Lumberjack Ram Rider
Wizard Cannon P.E.K.K.A Electro Wizard Lumberjack
Ice Spirit Cannon Zap Wizard Electro Wizard Lumberjack Ram Rider
Zap Wizard Ice Spirit Cannon Electro Wizard Lumberjack Ram Rider
P.E.K.K.A Cannon Electro Wizard Lumberjack Ram Rider
Wizard Cannon P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Lumberjack Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Wizard Lumberjack
P.E.K.K.A Lumberjack Ice Spirit Zap Electro Wizard Ram Rider
P.E.K.K.A Lumberjack Zap Electro Wizard Ram Rider
P.E.K.K.A Cannon Lumberjack Ram Rider
Wizard Ice Spirit Zap Electro Wizard Ram Rider
P.E.K.K.A Electro Wizard Lumberjack Ram Rider
P.E.K.K.A Lumberjack
Zap P.E.K.K.A Electro Wizard Ice Spirit
P.E.K.K.A Cannon
P.E.K.K.A Lumberjack
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Cannon Wizard Lumberjack Ram Rider
Wizard Cannon
Electro Wizard Ice Spirit Zap P.E.K.K.A Lumberjack
Zap Cannon Wizard P.E.K.K.A Electro Wizard
Zap Cannon 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.)

Zap Electro Wizard Ram Rider
Wizard Zap
Wizard Ice Spirit Zap Ram Rider
Wizard
Ice Spirit Zap Wizard Ram Rider
Zap Wizard Ram Rider
Electro Wizard Lumberjack
Zap Wizard Electro Wizard Ram Rider
Zap Wizard
Zap
Zap Wizard
Wizard
Zap Wizard Electro Wizard
Zap Wizard
Wizard
Zap
Zap Ice Spirit Wizard
Zap Wizard Electro Wizard Ram Rider
Zap Wizard Ram Rider
Zap
Zap Wizard Electro Wizard
Zap Electro Wizard Ice Spirit Wizard
Zap Wizard
Zap Ice Spirit Electro Wizard
P.E.K.K.A
Wizard
Zap Electro Wizard Ice Spirit
Zap Wizard Electro Wizard Ram Rider
Wizard Electro Wizard Lumberjack
Zap Wizard
Zap
P.E.K.K.A
Zap Ice Spirit Electro Wizard
Zap Electro Wizard
Zap Electro Wizard
P.E.K.K.A
Wizard

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