My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Phoenix Little Prince Golden Knight Mighty Miner Monk

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Minion Horde Inferno Tower Electro Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Bats Balloon 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.

Fireball

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.

Fireball

Dropped at the bridge

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

Minion Horde Balloon 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 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
Bats Minion Horde Guards Balloon
Giant Snowball
Bats Minion Horde Guards Balloon Lumberjack
Zap
Bats Minion Horde Inferno Tower Guards Balloon
Barbarian Barrel
Inferno Tower Guards Electro Wizard Lumberjack
The Log
Guards Lumberjack
Earthquake
Inferno Tower Guards
Arrows
Bats Minion Horde Guards
Royal Delivery
Bats Minion Horde Guards Balloon Electro Wizard Lumberjack
Fireball
Minion Horde Inferno Tower Balloon Electro Wizard Lumberjack
Poison
Bats Minion Horde Inferno Tower Guards Balloon Electro Wizard
Lightning
Inferno Tower Balloon Electro Wizard Lumberjack
Rocket
Minion Horde Inferno Tower Balloon

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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.

Bats Inferno Tower Guards

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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.

Minion Horde Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Guards Fireball Electro Wizard Lumberjack Minion Horde Inferno Tower Balloon

Shortest cycle

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

13 Bats Guards Fireball Electro Wizard

Attack Synergies 2 6

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.

Bats
Balloon Lumberjack
Minion Horde
Lumberjack
Fireball
Electro Wizard
Inferno Tower
Guards
Lumberjack
Balloon
Bats Lumberjack Electro Wizard
Electro Wizard
Fireball Balloon Lumberjack
Lumberjack
Balloon Bats Minion Horde Guards Electro Wizard

Defense Synergies 2 11

Bats
Inferno Tower Electro Wizard Lumberjack
Minion Horde
Inferno Tower
Fireball
Inferno Tower Electro Wizard Lumberjack
Inferno Tower
Guards Electro Wizard Bats Minion Horde Fireball Lumberjack
Guards
Inferno Tower Electro Wizard Lumberjack
Balloon
Electro Wizard
Inferno Tower Bats Fireball Guards Lumberjack
Lumberjack
Bats Fireball Inferno Tower Guards 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.

Minion Horde Fireball Inferno Tower Electro Wizard
Minion Horde Inferno Tower Lumberjack Bats Electro Wizard
Minion Horde Inferno Tower Lumberjack Bats Electro Wizard
Minion Horde Inferno Tower Lumberjack Bats Guards Electro Wizard
Fireball Lumberjack
Fireball Bats Guards Electro Wizard Lumberjack
Bats Minion Horde Inferno Tower Electro Wizard Fireball
Fireball Inferno Tower Electro Wizard
Minion Horde Inferno Tower Lumberjack
Guards Minion Horde Inferno Tower Electro Wizard Lumberjack
Bats Minion Horde Guards Electro Wizard Fireball Lumberjack
Minion Horde Inferno Tower Bats Fireball Electro Wizard
Minion Horde Inferno Tower Lumberjack Bats Fireball Guards Electro Wizard
Fireball Bats Minion Horde Guards Electro Wizard Lumberjack
Inferno Tower Minion Horde Electro Wizard Lumberjack
Minion Horde Inferno Tower Fireball Electro Wizard Lumberjack
Minion Horde Bats Fireball Inferno Tower Electro Wizard Lumberjack
Fireball Bats Minion Horde Guards Electro Wizard Lumberjack
Bats Fireball Guards Electro Wizard Lumberjack
Inferno Tower Electro Wizard Lumberjack
Bats Minion Horde Fireball Guards Electro Wizard Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Fireball Inferno Tower Electro Wizard
Fireball Electro Wizard Lumberjack
Guards Lumberjack Bats Minion Horde Inferno Tower Electro Wizard
Guards Lumberjack Bats Minion Horde Fireball Inferno Tower Electro Wizard
Inferno Tower Minion Horde Guards Lumberjack
Fireball Bats Minion Horde Electro Wizard
Guards Bats Minion Horde Fireball Inferno Tower Electro Wizard Lumberjack
Inferno Tower Minion Horde Lumberjack
Minion Horde Electro Wizard Bats Fireball Inferno Tower
Inferno Tower Minion Horde Guards
Bats Minion Horde Inferno Tower Guards Lumberjack
Fireball Guards Electro Wizard
Minion Horde Fireball Inferno Tower Guards Lumberjack
Minion Horde Fireball
Inferno Tower Guards Electro Wizard Bats Minion Horde Fireball Lumberjack
Bats Minion Horde Fireball Inferno Tower 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.)

Fireball Minion Horde Guards
Fireball Electro Wizard
Minion Horde Fireball
Fireball Guards
Fireball Minion Horde
Fireball Bats Minion Horde
Minion Horde
Fireball
Fireball
Bats Minion Horde Fireball Guards Electro Wizard Lumberjack
Minion Horde Fireball Electro Wizard
Fireball
Fireball
Minion Horde Fireball
Fireball
Minion Horde Fireball
Minion Horde Fireball
Fireball
Bats Minion Horde
Fireball Electro Wizard
Fireball
Minion Horde Fireball
Fireball
Minion Horde Fireball
Fireball
Minion Horde
Fireball Electro Wizard
Fireball
Fireball
Bats Minion Horde Fireball Electro Wizard
Electro Wizard Bats Minion Horde Fireball Guards
Minion Horde Fireball
Minion Horde Fireball
Minion Horde Fireball Electro Wizard
Minion Horde
Fireball
Minion Horde Electro Wizard Bats Fireball Guards
Fireball Electro Wizard
Fireball
Fireball Minion Horde Electro Wizard Lumberjack
Fireball
Fireball
Minion Horde
Bats Minion Horde Fireball Guards Electro Wizard
Bats Fireball Electro Wizard
Fireball Electro Wizard

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