My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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

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.

Skeletons Wizard Giant Skeleton Lumberjack Golden Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Rage

Punishments

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

Lumberjack Golden Knight

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.

Barbarians 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.

Giant Skeleton Lumberjack Golden Knight

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
Skeletons Giant Skeleton
Giant Snowball
Skeletons Barbarians Lumberjack
Zap
Skeletons
Barbarian Barrel
Skeletons Barbarians Wizard Giant Skeleton Lumberjack
The Log
Skeletons Barbarians Giant Skeleton Lumberjack
Earthquake
Skeletons Barbarians
Arrows
Skeletons
Royal Delivery
Skeletons Barbarians Wizard Giant Skeleton Lumberjack
Fireball
Barbarians Wizard Lumberjack
Poison
Barbarians Wizard
Lightning
Wizard Lumberjack
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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 Rage 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.

Barbarians 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.

Skeletons Rage Arrows Lumberjack Golden Knight Barbarians Wizard Giant Skeleton

Shortest cycle

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

10 Skeletons Rage Arrows Lumberjack

Attack Synergies 0 8

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.

Skeletons
Arrows
Giant Skeleton Lumberjack
Barbarians
Wizard
Rage Giant Skeleton Lumberjack
Rage
Wizard Giant Skeleton Golden Knight
Giant Skeleton
Arrows Wizard Rage Lumberjack
Lumberjack
Arrows Wizard Giant Skeleton
Golden Knight
Rage

Defense Synergies 0 11

Skeletons
Wizard Giant Skeleton Lumberjack
Arrows
Barbarians Giant Skeleton Lumberjack Golden Knight
Barbarians
Arrows
Wizard
Skeletons Giant Skeleton Lumberjack Golden Knight
Rage
Giant Skeleton
Skeletons Arrows Wizard Lumberjack
Lumberjack
Skeletons Arrows Wizard Giant Skeleton
Golden Knight
Arrows 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.

Wizard Golden Knight
Barbarians Lumberjack Skeletons
Barbarians Lumberjack Skeletons Giant Skeleton
Barbarians Lumberjack Skeletons
Arrows Barbarians Giant Skeleton Lumberjack
Arrows Skeletons Lumberjack
Arrows Wizard
Arrows Barbarians Giant Skeleton Golden Knight
Barbarians Skeletons Lumberjack
Skeletons Barbarians Giant Skeleton Lumberjack
Barbarians Skeletons Arrows Wizard Giant Skeleton Lumberjack
Arrows Wizard
Barbarians Lumberjack Skeletons Wizard Giant Skeleton
Wizard Arrows Barbarians Lumberjack Golden Knight
Barbarians Lumberjack
Barbarians Lumberjack
Barbarians Wizard Skeletons Arrows Lumberjack
Arrows Barbarians Wizard Lumberjack Golden Knight
Arrows Wizard Barbarians Giant Skeleton Lumberjack
Barbarians Lumberjack
Wizard Arrows Barbarians Giant Skeleton Lumberjack

Counters to secondary win conditions

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

Barbarians Lumberjack Skeletons Giant Skeleton
Arrows Wizard Lumberjack
Barbarians Giant Skeleton Lumberjack Skeletons Golden Knight
Giant Skeleton Lumberjack Barbarians
Barbarians Giant Skeleton Skeletons Lumberjack
Arrows Wizard Skeletons
Skeletons Barbarians Giant Skeleton Lumberjack
Giant Skeleton Barbarians Lumberjack
Giant Skeleton Skeletons Barbarians
Skeletons Barbarians
Barbarians Giant Skeleton Lumberjack Golden Knight
Arrows Barbarians Giant Skeleton
Barbarians Giant Skeleton Skeletons Wizard Lumberjack Golden Knight
Wizard Barbarians
Barbarians Skeletons Giant Skeleton Lumberjack Golden Knight
Arrows Barbarians Wizard Giant Skeleton Golden Knight
Arrows

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 Giant Skeleton Golden Knight
Arrows Golden Knight
Arrows Giant Skeleton
Arrows Barbarians Giant Skeleton
Wizard Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard Golden Knight
Lumberjack
Arrows Wizard Golden Knight
Arrows Wizard
Golden Knight
Arrows
Arrows
Arrows Wizard Golden Knight
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard Golden Knight
Giant Skeleton
Arrows Wizard
Arrows Barbarians
Arrows Wizard
Arrows Wizard Golden Knight
Arrows Wizard Golden Knight
Arrows Golden Knight
Arrows Wizard
Wizard
Arrows Wizard
Arrows
Giant Skeleton
Arrows Wizard
Barbarians
Arrows Wizard
Arrows
Wizard Lumberjack
Arrows Wizard
Arrows Giant Skeleton
Giant Skeleton Golden Knight
Giant Skeleton Golden Knight
Wizard

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