My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Witch

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 Witch Balloon P.E.K.K.A 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.

Rocket The Log

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.

Rocket

Dropped at the bridge

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

Balloon P.E.K.K.A 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 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
Skeleton Army Balloon
Giant Snowball
Skeleton Army Witch Balloon Lumberjack
Zap
Skeleton Army Witch Balloon
Barbarian Barrel
Wizard Skeleton Army Witch Lumberjack
The Log
Skeleton Army Witch Lumberjack
Earthquake
Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Wizard Skeleton Army Witch Balloon P.E.K.K.A Lumberjack
Fireball
Wizard Skeleton Army Witch Balloon Lumberjack
Poison
Wizard Skeleton Army Witch Balloon
Lightning
Wizard Witch Balloon Lumberjack
Rocket
Wizard Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket The Log

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.

Rocket Skeleton Army P.E.K.K.A

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.

Skeleton Army

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 Witch

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.

The Log Skeleton Army Lumberjack Wizard Witch Balloon Rocket P.E.K.K.A

Shortest cycle

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

14 The Log Skeleton Army Lumberjack Wizard

Attack Synergies 1 9

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
Balloon P.E.K.K.A Lumberjack
Rocket
Skeleton Army
Witch
P.E.K.K.A Lumberjack
Balloon
Lumberjack Wizard The Log
P.E.K.K.A
Wizard Witch The Log Lumberjack
The Log
Balloon P.E.K.K.A Lumberjack
Lumberjack
Balloon Wizard Witch P.E.K.K.A The Log

Defense Synergies 1 10

Wizard
Skeleton Army P.E.K.K.A The Log Lumberjack
Rocket
The Log
Skeleton Army
Wizard The Log Lumberjack
Witch
The Log Lumberjack
Balloon
P.E.K.K.A
The Log Wizard
The Log
P.E.K.K.A Wizard Rocket Skeleton Army Witch Lumberjack
Lumberjack
Wizard Skeleton Army Witch The Log

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.

Rocket Wizard The Log
Skeleton Army P.E.K.K.A Lumberjack Witch The Log
Rocket Skeleton Army Witch P.E.K.K.A Lumberjack
Skeleton Army Witch P.E.K.K.A Lumberjack
Rocket Skeleton Army P.E.K.K.A The Log Lumberjack
Skeleton Army The Log Lumberjack
Rocket Wizard Witch
Rocket P.E.K.K.A The Log
Witch P.E.K.K.A Skeleton Army Lumberjack
Skeleton Army Lumberjack
Skeleton Army Witch Wizard The Log Lumberjack
Wizard Witch
Skeleton Army P.E.K.K.A Lumberjack Wizard Rocket Witch The Log
Wizard Rocket Skeleton Army Witch P.E.K.K.A The Log Lumberjack
Skeleton Army P.E.K.K.A Lumberjack
Rocket Skeleton Army P.E.K.K.A The Log Lumberjack
Wizard Skeleton Army Witch P.E.K.K.A Lumberjack
Wizard Skeleton Army Witch The Log Lumberjack
Wizard Witch The Log Lumberjack
P.E.K.K.A Lumberjack
Wizard Skeleton Army Witch P.E.K.K.A The Log Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Witch P.E.K.K.A
Wizard Rocket The Log Lumberjack
Skeleton Army P.E.K.K.A Lumberjack Rocket Witch The Log
Rocket Skeleton Army P.E.K.K.A Lumberjack The Log
P.E.K.K.A Skeleton Army Witch Lumberjack
Wizard Rocket Witch
Rocket Skeleton Army P.E.K.K.A Witch Lumberjack
P.E.K.K.A Skeleton Army Lumberjack
Rocket P.E.K.K.A Skeleton Army Witch The Log
Witch P.E.K.K.A Skeleton Army
P.E.K.K.A Witch Lumberjack
Rocket Skeleton Army P.E.K.K.A The Log
Rocket Skeleton Army P.E.K.K.A Wizard Witch Lumberjack
Wizard Skeleton Army Witch
Skeleton Army Witch Rocket P.E.K.K.A The Log Lumberjack
Wizard Witch P.E.K.K.A The Log

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.)

Rocket The Log
The Log
Rocket The Log
Rocket The Log
Wizard Rocket The Log
Wizard Rocket Witch
Wizard Witch The Log
The Log Wizard
The Log Wizard
Rocket Lumberjack
Rocket Wizard The Log
Wizard Rocket
Rocket The Log
Rocket
The Log
Rocket Wizard Witch The Log
Wizard Rocket The Log
Rocket
Rocket
Rocket Wizard The Log
Rocket Wizard Witch The Log
Rocket The Log
Rocket Wizard
Rocket The Log
Rocket The Log
The Log Wizard Witch
Witch
The Log Wizard Witch
Wizard Witch The Log
Rocket The Log
Wizard Witch
Rocket Wizard Witch
Wizard Rocket The Log
Rocket
P.E.K.K.A
Rocket Wizard The Log
Rocket Skeleton Army Witch
Rocket Wizard Witch
The Log
Wizard Rocket Lumberjack
The Log Wizard
Rocket
P.E.K.K.A
Rocket Witch The Log
Rocket Witch
Rocket Witch The Log

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