My Best Clash Royale Deck

Deck Check Rating

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

1 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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Wizard Electro 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.

Wizard Royal Ghost Bandit Electro Wizard Inferno Dragon 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.

Lightning

Punishments

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

Royal Ghost Bandit Lumberjack

Pump responses

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

Lightning

Dropped at the bridge

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

Royal Ghost Bandit 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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Royal Ghost

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.

Guards Royal Ghost 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.

Wizard 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Guards Royal Ghost Bandit Electro Wizard Inferno Dragon Lumberjack Wizard Lightning

Shortest cycle

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

13 Guards Royal Ghost Bandit Electro Wizard

Attack Synergies 0 11

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.

Wizard
Royal Ghost Bandit Lumberjack
Guards
Bandit Lumberjack
Lightning
Royal Ghost
Wizard Bandit Electro Wizard Lumberjack
Bandit
Wizard Guards Royal Ghost Electro Wizard Lumberjack
Electro Wizard
Royal Ghost Bandit Lumberjack
Inferno Dragon
Lumberjack
Wizard Guards Royal Ghost Bandit Electro Wizard

Defense Synergies 0 12

Wizard
Guards Royal Ghost Bandit Electro Wizard Lumberjack
Guards
Wizard Electro Wizard Lumberjack
Lightning
Royal Ghost
Wizard Electro Wizard
Bandit
Wizard Electro Wizard Lumberjack
Electro Wizard
Wizard Guards Royal Ghost Bandit Inferno Dragon Lumberjack
Inferno Dragon
Electro Wizard
Lumberjack
Wizard Guards Bandit 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.

Lightning Wizard Electro Wizard
Inferno Dragon Lumberjack Bandit Electro Wizard
Lumberjack Lightning Bandit Electro Wizard Inferno Dragon
Inferno Dragon Lumberjack Guards Bandit Electro Wizard
Lightning Lumberjack
Guards Royal Ghost Bandit Electro Wizard Lumberjack
Lightning Electro Wizard Inferno Dragon Wizard
Lightning Bandit Electro Wizard
Inferno Dragon Lumberjack
Guards Royal Ghost Bandit Electro Wizard Lumberjack
Guards Electro Wizard Wizard Royal Ghost Bandit Lumberjack
Inferno Dragon Wizard Electro Wizard
Lumberjack Wizard Guards Lightning Bandit Electro Wizard
Wizard Guards Royal Ghost Electro Wizard Lumberjack
Inferno Dragon Bandit Electro Wizard Lumberjack
Lightning Bandit Electro Wizard Inferno Dragon Lumberjack
Wizard Electro Wizard Lumberjack
Wizard Guards Royal Ghost Bandit Electro Wizard Lumberjack
Wizard Guards Royal Ghost Bandit Electro Wizard Inferno Dragon Lumberjack
Electro Wizard Inferno Dragon Lumberjack
Wizard Royal Ghost Guards Bandit Electro Wizard Lumberjack
Inferno Dragon

Counters to secondary win conditions

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

Guards Lumberjack Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Wizard Lightning Royal Ghost Inferno Dragon Lumberjack
Guards Bandit Lumberjack Lightning Electro Wizard
Guards Lightning Lumberjack Bandit Electro Wizard
Guards Bandit Inferno Dragon Lumberjack
Wizard Electro Wizard
Guards Lightning Bandit Electro Wizard Lumberjack
Inferno Dragon Lumberjack
Lightning Electro Wizard Bandit Inferno Dragon
Guards Inferno Dragon
Inferno Dragon Guards Lumberjack
Lightning Guards Electro Wizard
Lightning Wizard Guards Bandit Lumberjack
Wizard
Guards Electro Wizard Lightning Inferno Dragon Lumberjack
Wizard Royal Ghost Electro Wizard Inferno Dragon
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.)

Lightning Guards Royal Ghost Bandit
Royal Ghost Bandit Electro Wizard
Lightning Bandit
Lightning Guards
Wizard
Wizard
Wizard
Wizard Lightning
Wizard Lightning Bandit
Lightning Guards Electro Wizard Lumberjack
Lightning Wizard Bandit Electro Wizard
Lightning Wizard
Lightning Bandit
Lightning Bandit
Lightning
Lightning Wizard Bandit
Lightning Wizard Bandit
Lightning
Lightning
Lightning Wizard Bandit Electro Wizard
Lightning Wizard
Lightning
Lightning Wizard
Lightning
Lightning
Wizard
Inferno Dragon
Wizard Lightning Royal Ghost Bandit Electro Wizard
Lightning Wizard Bandit
Lightning Bandit
Lightning Wizard Electro Wizard
Lightning Electro Wizard Wizard Guards
Lightning
Lightning Wizard Bandit
Lightning Electro Wizard
Wizard Lightning
Lightning Electro Wizard Guards Bandit
Lightning Wizard Electro Wizard
Lightning Wizard Electro Wizard Lumberjack
Wizard Lightning
Lightning
Guards Lightning Electro Wizard
Lightning Electro Wizard
Lightning Royal Ghost Bandit Electro Wizard
Inferno Dragon
Lightning Wizard

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