My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Great!
Synergy
RIP
Versatility
Mediocre
F2P score
Mediocre

3 problems 2 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker

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 Ice Spirit Firecracker Fisherman Lumberjack

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.

Rage

Punishments

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

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.

Electro Spirit Ice Spirit 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.

Electro Spirit Firecracker 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
Skeletons Fisherman
Giant Snowball
Skeletons Fisherman Lumberjack
Zap
Skeletons Firecracker Fisherman
Barbarian Barrel
Skeletons Electro Spirit Ice Spirit Firecracker Lumberjack
The Log
Skeletons Electro Spirit Ice Spirit Firecracker Fisherman Lumberjack
Earthquake
Skeletons Firecracker
Arrows
Skeletons Electro Spirit Ice Spirit Firecracker
Royal Delivery
Skeletons Electro Spirit Ice Spirit Firecracker Fisherman Lumberjack
Fireball
Firecracker Fisherman Lumberjack
Poison
Firecracker Fisherman
Lightning
Fisherman Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Firecracker

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.

Electro Spirit Ice Spirit Rage

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

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.

Mirror Skeletons Electro Spirit Ice Spirit Rage Firecracker Fisherman Lumberjack

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Ice Spirit

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
Electro Spirit
Lumberjack
Ice Spirit
Firecracker Fisherman Lumberjack
Firecracker
Ice Spirit Mirror Fisherman Lumberjack
Mirror
Firecracker Lumberjack
Rage
Fisherman
Ice Spirit Firecracker
Lumberjack
Electro Spirit Ice Spirit Firecracker Mirror

Defense Synergies 1 13

Skeletons
Fisherman Electro Spirit Ice Spirit Firecracker Lumberjack
Electro Spirit
Skeletons Fisherman Lumberjack
Ice Spirit
Skeletons Firecracker Fisherman Lumberjack
Firecracker
Skeletons Ice Spirit Mirror Fisherman Lumberjack
Mirror
Firecracker Lumberjack
Rage
Fisherman
Skeletons Electro Spirit Ice Spirit Firecracker
Lumberjack
Skeletons Electro Spirit Ice Spirit Firecracker Mirror

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.

Firecracker
Lumberjack Skeletons Ice Spirit Firecracker Fisherman
Fisherman Lumberjack Skeletons
Lumberjack Skeletons Firecracker Fisherman
Firecracker Lumberjack
Skeletons Electro Spirit Firecracker Lumberjack
Electro Spirit Ice Spirit Firecracker
Electro Spirit
Skeletons Fisherman Lumberjack
Skeletons Ice Spirit Firecracker Fisherman Lumberjack
Skeletons Electro Spirit Firecracker Fisherman Lumberjack
Firecracker
Lumberjack Skeletons Ice Spirit
Electro Spirit Ice Spirit Firecracker Lumberjack
Lumberjack
Ice Spirit Fisherman Lumberjack
Skeletons Firecracker Fisherman Lumberjack
Ice Spirit Electro Spirit Firecracker Fisherman Lumberjack
Electro Spirit Ice Spirit Firecracker Fisherman Lumberjack
Fisherman Lumberjack
Electro Spirit Firecracker Fisherman Lumberjack

Counters to secondary win conditions

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

Lumberjack Skeletons Fisherman
Firecracker Fisherman Lumberjack
Lumberjack Skeletons Ice Spirit Fisherman
Lumberjack Fisherman
Skeletons Fisherman Lumberjack
Firecracker Skeletons Electro Spirit Ice Spirit
Skeletons Lumberjack
Fisherman Lumberjack
Skeletons Electro Spirit Ice Spirit Firecracker
Skeletons
Lumberjack
Skeletons Lumberjack
Firecracker
Skeletons Electro Spirit Ice Spirit Firecracker Fisherman Lumberjack
Electro Spirit Firecracker
Electro Spirit

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
Firecracker Fisherman
Firecracker
Firecracker
Firecracker Electro Spirit Ice Spirit
Firecracker
Ice Spirit Firecracker
Firecracker Fisherman
Fisherman Lumberjack
Firecracker Fisherman
Firecracker
Firecracker Fisherman
Firecracker Fisherman
Firecracker Fisherman
Firecracker
Firecracker
Fisherman
Firecracker Fisherman
Firecracker
Fisherman
Firecracker Electro Spirit Ice Spirit
Fisherman
Firecracker Fisherman
Fisherman
Firecracker Fisherman
Firecracker
Electro Spirit Ice Spirit Firecracker
Electro Spirit Ice Spirit Firecracker
Firecracker
Electro Spirit Ice Spirit
Firecracker
Firecracker Lumberjack
Firecracker
Firecracker
Electro Spirit Ice Spirit Firecracker
Firecracker
Firecracker
Firecracker

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