My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 warnings Why?

Deck tips

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

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 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.

Ram Rider

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.

Dark Prince Lumberjack Ram Rider Skeleton King

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.

Giant Snowball Earthquake Tornado

Punishments

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

Dark Prince Lumberjack Ram Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Dark Prince Lumberjack Ram Rider Skeleton King

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.

Dark Prince Lumberjack Ram Rider Goblin Machine

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
Dark Prince Ram Rider Skeleton King
Giant Snowball
Lumberjack Ram Rider Skeleton King
Zap
Dark Prince Ram Rider Skeleton King
Barbarian Barrel
Dark Prince Lumberjack Skeleton King
The Log
Dark Prince Lumberjack Ram Rider Skeleton King
Earthquake
Skeleton King
Arrows
Skeleton King
Royal Delivery
Dark Prince Lumberjack Ram Rider Skeleton King
Fireball
Lumberjack Ram Rider Skeleton King
Poison
Skeleton King
Lightning
Dark Prince Lumberjack Ram Rider Skeleton King
Rocket
Ram Rider Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Tornado Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Earthquake Tornado Dark Prince Goblin Machine Skeleton King

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.

Tornado Dark Prince Goblin Machine

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.

Giant Snowball Earthquake Tornado Dark Prince Lumberjack Skeleton King Ram Rider Goblin Machine

Shortest cycle

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

12 Giant Snowball Earthquake Tornado Dark Prince

Attack Synergies 2 12

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.

Giant Snowball
Earthquake Ram Rider Tornado Dark Prince Lumberjack
Earthquake
Giant Snowball Tornado Dark Prince Ram Rider
Tornado
Giant Snowball Earthquake Dark Prince Ram Rider
Dark Prince
Giant Snowball Earthquake Tornado Lumberjack Ram Rider
Lumberjack
Giant Snowball Dark Prince Ram Rider
Ram Rider
Giant Snowball Earthquake Tornado Dark Prince Lumberjack Goblin Machine
Goblin Machine
Ram Rider
Skeleton King

Defense Synergies 1 8

Giant Snowball
Ram Rider Earthquake Dark Prince Lumberjack
Earthquake
Giant Snowball Tornado
Tornado
Earthquake Dark Prince Ram Rider Skeleton King
Dark Prince
Giant Snowball Tornado
Lumberjack
Giant Snowball Ram Rider
Ram Rider
Giant Snowball Tornado Lumberjack
Goblin Machine
Skeleton King
Tornado

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.

Earthquake Ram Rider
Lumberjack Dark Prince Ram Rider
Tornado Lumberjack Ram Rider Giant Snowball Dark Prince
Lumberjack Dark Prince Ram Rider Skeleton King
Earthquake Tornado Dark Prince Lumberjack
Tornado Giant Snowball Earthquake Dark Prince Lumberjack
Giant Snowball Tornado Ram Rider
Earthquake Ram Rider
Tornado Lumberjack Skeleton King
Tornado Giant Snowball Dark Prince Lumberjack
Giant Snowball Earthquake Tornado Dark Prince Lumberjack Ram Rider Skeleton King
Giant Snowball Tornado Ram Rider
Lumberjack Giant Snowball Earthquake Dark Prince Ram Rider
Giant Snowball Earthquake Tornado Dark Prince Lumberjack Skeleton King
Lumberjack Ram Rider Skeleton King
Tornado Giant Snowball Lumberjack Ram Rider
Tornado Dark Prince Lumberjack
Giant Snowball Tornado Dark Prince Lumberjack Ram Rider
Giant Snowball Earthquake Tornado Dark Prince Lumberjack Ram Rider
Tornado Lumberjack Ram Rider
Dark Prince Giant Snowball Earthquake Lumberjack

Counters to secondary win conditions

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

Lumberjack Giant Snowball Dark Prince
Giant Snowball Lumberjack
Lumberjack Dark Prince Ram Rider
Dark Prince Lumberjack Tornado Ram Rider
Dark Prince Lumberjack Ram Rider
Giant Snowball Tornado Ram Rider
Dark Prince Lumberjack Ram Rider
Dark Prince Lumberjack
Giant Snowball Tornado Dark Prince
Dark Prince Lumberjack
Giant Snowball Tornado Dark Prince
Dark Prince Lumberjack Ram Rider Skeleton King
Tornado Dark Prince Lumberjack Skeleton King
Giant Snowball Earthquake Dark Prince Skeleton King
Giant Snowball

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.)

Earthquake
Giant Snowball Tornado Ram Rider
Earthquake
Earthquake Dark Prince
Giant Snowball Earthquake Dark Prince
Giant Snowball Tornado Ram Rider Goblin Machine
Earthquake Tornado
Earthquake Giant Snowball Tornado Ram Rider
Giant Snowball Tornado Ram Rider
Giant Snowball Tornado Lumberjack
Earthquake Tornado Dark Prince Ram Rider Goblin Machine
Giant Snowball Tornado
Earthquake Giant Snowball
Earthquake
Earthquake Giant Snowball
Earthquake Giant Snowball
Earthquake
Giant Snowball Earthquake Tornado
Giant Snowball Earthquake Dark Prince Goblin Machine
Giant Snowball Earthquake Tornado Goblin Machine
Earthquake
Giant Snowball Tornado
Tornado
Earthquake Giant Snowball
Giant Snowball Earthquake Tornado Dark Prince Goblin Machine
Giant Snowball Earthquake Tornado Ram Rider
Giant Snowball Tornado Ram Rider
Tornado
Giant Snowball Tornado
Giant Snowball
Giant Snowball
Giant Snowball Earthquake
Giant Snowball
Giant Snowball Earthquake
Earthquake Dark Prince
Giant Snowball Tornado Ram Rider
Dark Prince Lumberjack
Giant Snowball Earthquake Skeleton King
Giant Snowball Tornado
Dark Prince
Giant Snowball Tornado Skeleton King
Giant Snowball Tornado
Giant Snowball Tornado Dark Prince

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