My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
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.

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.

Electro Dragon Ice Wizard 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.

Knight Balloon Electro Dragon Ice Wizard Inferno Dragon Lumberjack

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.

The Log

Punishments

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

Balloon Lumberjack

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.

Knight Balloon 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.

Balloon Electro Dragon 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
Guards Balloon Inferno Dragon
Giant Snowball
Guards Balloon Electro Dragon Inferno Dragon Lumberjack
Zap
Guards Balloon Inferno Dragon
Barbarian Barrel
Knight Guards Ice Wizard Lumberjack
The Log
Guards Lumberjack
Earthquake
Guards
Arrows
Guards
Royal Delivery
Knight Guards Balloon Electro Dragon Ice Wizard Inferno Dragon Lumberjack
Fireball
Balloon Electro Dragon Ice Wizard Inferno Dragon Lumberjack
Poison
Guards Balloon Electro Dragon Ice Wizard
Lightning
Knight Balloon Electro Dragon Ice Wizard Inferno Dragon Lumberjack
Rocket
Balloon Electro Dragon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Dragon The Log Ice 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.

Knight Guards Ice Wizard Inferno Dragon

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 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.

The Log Knight Guards Ice Wizard Inferno Dragon Lumberjack Balloon Electro Dragon

Shortest cycle

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

11 The Log Knight Guards Ice Wizard

Attack Synergies 2 13

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.

Knight
Balloon Electro Dragon The Log Ice Wizard Lumberjack
Guards
The Log Lumberjack
Balloon
Knight Lumberjack Electro Dragon The Log Ice Wizard
Electro Dragon
Knight Balloon Ice Wizard Inferno Dragon
The Log
Knight Guards Balloon Lumberjack
Ice Wizard
Knight Balloon Electro Dragon Lumberjack
Inferno Dragon
Electro Dragon
Lumberjack
Balloon Knight Guards The Log Ice Wizard

Defense Synergies 2 15

Knight
Electro Dragon Ice Wizard The Log Lumberjack
Guards
Electro Dragon The Log Ice Wizard Lumberjack
Balloon
Electro Dragon
Knight Guards The Log Ice Wizard Inferno Dragon Lumberjack
The Log
Knight Guards Electro Dragon Ice Wizard Inferno Dragon Lumberjack
Ice Wizard
Knight Guards Electro Dragon The Log Inferno Dragon Lumberjack
Inferno Dragon
Electro Dragon The Log Ice Wizard
Lumberjack
Knight Guards Electro Dragon The Log Ice 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.

Knight Electro Dragon The Log
Inferno Dragon Lumberjack Knight Electro Dragon The Log Ice Wizard
Lumberjack Knight Electro Dragon Ice Wizard Inferno Dragon
Inferno Dragon Lumberjack Knight Guards Electro Dragon Ice Wizard
The Log Lumberjack
The Log Guards Electro Dragon Ice Wizard Lumberjack
Inferno Dragon Electro Dragon Ice Wizard
Electro Dragon The Log
Inferno Dragon Ice Wizard Lumberjack
Knight Guards Ice Wizard Lumberjack
Guards Ice Wizard Knight Electro Dragon The Log Lumberjack
Inferno Dragon Electro Dragon Ice Wizard
Lumberjack Knight Guards Electro Dragon The Log Ice Wizard
Guards Electro Dragon The Log Lumberjack
Inferno Dragon Knight Lumberjack
The Log Inferno Dragon Lumberjack
Knight Electro Dragon Lumberjack
Knight Guards Electro Dragon The Log Ice Wizard Lumberjack
The Log Knight Guards Electro Dragon Ice Wizard Inferno Dragon Lumberjack
Inferno Dragon Lumberjack
Knight Guards Electro Dragon The Log Lumberjack
Inferno Dragon

Counters to secondary win conditions

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

Knight Guards Lumberjack
Knight Electro Dragon The Log Inferno Dragon Lumberjack
Guards Lumberjack Knight Electro Dragon The Log
Guards Lumberjack Knight The Log
Knight Guards Inferno Dragon Lumberjack
Electro Dragon Ice Wizard
Guards Knight Ice Wizard Lumberjack
Knight Inferno Dragon Lumberjack
Electro Dragon Knight The Log Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Knight Guards Electro Dragon Lumberjack
Guards The Log
Knight Guards Lumberjack
Electro Dragon
Guards Electro Dragon Knight The Log Inferno Dragon Lumberjack
Electro Dragon The Log Ice Wizard Inferno Dragon
Ice 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.)

Knight Guards Electro Dragon The Log
Electro Dragon The Log Ice Wizard
Electro Dragon The Log
Knight Guards The Log
The Log
Electro Dragon Ice Wizard
The Log
The Log Electro Dragon Ice Wizard
The Log Electro Dragon
Guards Electro Dragon Lumberjack
Knight Electro Dragon The Log
Electro Dragon
Knight The Log
Electro Dragon
The Log
Electro Dragon The Log
Electro Dragon The Log
Electro Dragon The Log
Electro Dragon The Log
The Log
The Log
Electro Dragon The Log
The Log Electro Dragon Ice Wizard
Inferno Dragon
The Log Electro Dragon Ice Wizard
Electro Dragon The Log
The Log
Electro Dragon Ice Wizard
Electro Dragon Guards
Electro Dragon The Log
Electro Dragon
The Log
Guards Electro Dragon
Electro Dragon Ice Wizard
The Log
Knight Electro Dragon Lumberjack
The Log Electro Dragon
Electro Dragon
Electro Dragon Guards The Log
Electro Dragon
Electro Dragon The Log
Inferno Dragon
Electro Dragon

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