My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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.

Minions Furnace Electro Wizard

Defensive buildings

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

Furnace

Investments

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

Furnace Balloon Giant Skeleton Electro Wizard 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.

Arrows

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.

Balloon Giant Skeleton 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 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
Minions Guards Balloon Giant Skeleton
Giant Snowball
Minions Furnace Guards Balloon Lumberjack
Zap
Minions Furnace Guards Balloon
Barbarian Barrel
Furnace Guards Giant Skeleton Electro Wizard Lumberjack
The Log
Furnace Guards Giant Skeleton Lumberjack
Earthquake
Furnace Guards
Arrows
Minions Furnace Guards
Royal Delivery
Minions Guards Balloon Giant Skeleton Electro Wizard Lumberjack
Fireball
Minions Furnace Balloon Electro Wizard Lumberjack
Poison
Minions Furnace Guards Balloon Electro Wizard
Lightning
Furnace Balloon Electro Wizard Lumberjack
Rocket
Furnace Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Furnace

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 Guards Giant Skeleton

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.

Minions Furnace 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Minions Guards Furnace Electro Wizard Lumberjack Balloon Giant Skeleton

Shortest cycle

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

13 Arrows Minions Guards Furnace

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.

Arrows
Balloon Giant Skeleton Lumberjack
Minions
Balloon Giant Skeleton Lumberjack
Furnace
Balloon Giant Skeleton
Guards
Lumberjack
Balloon
Arrows Lumberjack Minions Furnace Giant Skeleton Electro Wizard
Giant Skeleton
Arrows Minions Furnace Balloon Electro Wizard Lumberjack
Electro Wizard
Balloon Giant Skeleton Lumberjack
Lumberjack
Balloon Arrows Minions Guards Giant Skeleton Electro Wizard

Defense Synergies 0 15

Arrows
Furnace Giant Skeleton Lumberjack
Minions
Giant Skeleton Electro Wizard Lumberjack
Furnace
Arrows Guards Electro Wizard Lumberjack
Guards
Furnace Giant Skeleton Electro Wizard Lumberjack
Balloon
Giant Skeleton
Arrows Minions Guards Electro Wizard Lumberjack
Electro Wizard
Minions Furnace Guards Giant Skeleton Lumberjack
Lumberjack
Arrows Minions Furnace Guards Giant Skeleton 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.

Minions Electro Wizard
Lumberjack Minions Furnace Electro Wizard
Furnace Lumberjack Minions Giant Skeleton Electro Wizard
Lumberjack Minions Furnace Guards Electro Wizard
Arrows Giant Skeleton Lumberjack
Arrows Minions Furnace Guards Electro Wizard Lumberjack
Minions Furnace Electro Wizard Arrows
Arrows Giant Skeleton Electro Wizard
Minions Furnace Lumberjack
Guards Giant Skeleton Electro Wizard Lumberjack
Minions Guards Electro Wizard Arrows Furnace Giant Skeleton Lumberjack
Arrows Minions Furnace Electro Wizard
Furnace Lumberjack Minions Guards Giant Skeleton Electro Wizard
Arrows Minions Furnace Guards Electro Wizard Lumberjack
Furnace Electro Wizard Lumberjack
Furnace Electro Wizard Lumberjack
Arrows Minions Furnace Electro Wizard Lumberjack
Arrows Minions Furnace Guards Electro Wizard Lumberjack
Arrows Furnace Minions Guards Giant Skeleton Electro Wizard Lumberjack
Electro Wizard Lumberjack
Arrows Minions Furnace Guards Giant Skeleton Electro Wizard Lumberjack
Guards Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Furnace Giant Skeleton Electro Wizard
Electro Wizard Arrows Lumberjack
Guards Giant Skeleton Lumberjack Minions Furnace Electro Wizard
Guards Giant Skeleton Lumberjack Electro Wizard
Giant Skeleton Guards Lumberjack
Arrows Furnace Minions Electro Wizard
Guards Minions Furnace Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton Lumberjack
Giant Skeleton Electro Wizard Minions
Guards
Minions Guards Giant Skeleton Lumberjack
Arrows Guards Giant Skeleton Electro Wizard
Giant Skeleton Guards Lumberjack
Furnace
Guards Electro Wizard Minions Furnace Giant Skeleton Lumberjack
Arrows Minions Giant Skeleton Electro Wizard
Arrows Furnace 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.)

Arrows Guards Giant Skeleton
Arrows Electro Wizard
Arrows Giant Skeleton
Arrows Guards Giant Skeleton
Arrows Furnace
Arrows Minions Furnace
Arrows Furnace
Arrows
Arrows
Minions Guards Electro Wizard Lumberjack
Arrows Electro Wizard
Arrows
Arrows Minions
Arrows Furnace
Arrows Furnace
Arrows Furnace
Arrows
Minions
Arrows Electro Wizard
Arrows
Minions Giant Skeleton
Arrows
Arrows
Arrows Furnace
Arrows Electro Wizard
Arrows
Arrows
Arrows Furnace Electro Wizard
Electro Wizard Minions Guards
Arrows
Arrows Electro Wizard
Giant Skeleton
Arrows
Electro Wizard Minions Guards
Arrows Electro Wizard
Arrows
Electro Wizard Lumberjack
Arrows
Arrows Giant Skeleton
Minions Guards Giant Skeleton Electro Wizard
Electro Wizard
Giant Skeleton Electro Wizard

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