My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Minion Horde Wizard Electro Wizard

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 Giant Skeleton Electro Wizard 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.

Arrows

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.

Barbarians Minion Horde Giant Skeleton 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.

Giant Skeleton 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
Minion Horde Skeleton Army Giant Skeleton
Giant Snowball
Barbarians Minion Horde Skeleton Army Lumberjack
Zap
Minion Horde Skeleton Army
Barbarian Barrel
Barbarians Wizard Skeleton Army Giant Skeleton Electro Wizard Lumberjack
The Log
Barbarians Skeleton Army Giant Skeleton Lumberjack
Earthquake
Barbarians Skeleton Army
Arrows
Minion Horde Skeleton Army
Royal Delivery
Barbarians Minion Horde Wizard Skeleton Army Giant Skeleton Electro Wizard Lumberjack
Fireball
Barbarians Minion Horde Wizard Skeleton Army Electro Wizard Lumberjack
Poison
Barbarians Minion Horde Wizard Skeleton Army Electro Wizard
Lightning
Wizard Electro Wizard Lumberjack
Rocket
Barbarians Minion Horde Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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.

Arrows Skeleton Army Giant Skeleton

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.

Barbarians Minion Horde 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Skeleton Army Electro Wizard Lumberjack Barbarians Minion Horde Wizard Giant Skeleton

Shortest cycle

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

14 Arrows Skeleton Army Electro Wizard Lumberjack

Attack Synergies 0 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.

Arrows
Giant Skeleton Lumberjack
Barbarians
Minion Horde
Giant Skeleton Lumberjack
Wizard
Giant Skeleton Lumberjack
Skeleton Army
Giant Skeleton
Arrows Minion Horde Wizard Electro Wizard Lumberjack
Electro Wizard
Giant Skeleton Lumberjack
Lumberjack
Arrows Minion Horde Wizard Giant Skeleton Electro Wizard

Defense Synergies 0 15

Arrows
Barbarians Giant Skeleton Lumberjack
Barbarians
Arrows Minion Horde Skeleton Army
Minion Horde
Barbarians
Wizard
Skeleton Army Giant Skeleton Electro Wizard Lumberjack
Skeleton Army
Barbarians Wizard Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton
Arrows Wizard Skeleton Army Electro Wizard Lumberjack
Electro Wizard
Wizard Skeleton Army Giant Skeleton Lumberjack
Lumberjack
Arrows Wizard Skeleton Army Giant Skeleton 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 Wizard Electro Wizard
Barbarians Minion Horde Skeleton Army Lumberjack Electro Wizard
Barbarians Minion Horde Skeleton Army Lumberjack Giant Skeleton Electro Wizard
Barbarians Minion Horde Skeleton Army Lumberjack Electro Wizard
Arrows Barbarians Skeleton Army Giant Skeleton Lumberjack
Arrows Skeleton Army Electro Wizard Lumberjack
Minion Horde Electro Wizard Arrows Wizard
Arrows Barbarians Giant Skeleton Electro Wizard
Barbarians Minion Horde Skeleton Army Lumberjack
Skeleton Army Barbarians Minion Horde Giant Skeleton Electro Wizard Lumberjack
Barbarians Minion Horde Skeleton Army Electro Wizard Arrows Wizard Giant Skeleton Lumberjack
Arrows Minion Horde Wizard Electro Wizard
Barbarians Minion Horde Skeleton Army Lumberjack Wizard Giant Skeleton Electro Wizard
Wizard Skeleton Army Arrows Barbarians Minion Horde Electro Wizard Lumberjack
Barbarians Skeleton Army Minion Horde Electro Wizard Lumberjack
Barbarians Minion Horde Skeleton Army Electro Wizard Lumberjack
Barbarians Minion Horde Wizard Arrows Skeleton Army Electro Wizard Lumberjack
Arrows Barbarians Minion Horde Wizard Skeleton Army Electro Wizard Lumberjack
Arrows Wizard Barbarians Giant Skeleton Electro Wizard Lumberjack
Barbarians Electro Wizard Lumberjack
Wizard Skeleton Army Arrows Barbarians Minion Horde Giant Skeleton Electro Wizard Lumberjack

Counters to secondary win conditions

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

Barbarians Skeleton Army Lumberjack Giant Skeleton Electro Wizard
Electro Wizard Arrows Wizard Lumberjack
Barbarians Skeleton Army Giant Skeleton Lumberjack Minion Horde Electro Wizard
Skeleton Army Giant Skeleton Lumberjack Barbarians Minion Horde Electro Wizard
Barbarians Giant Skeleton Minion Horde Skeleton Army Lumberjack
Arrows Wizard Minion Horde Electro Wizard
Skeleton Army Barbarians Minion Horde Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton Barbarians Minion Horde Skeleton Army Lumberjack
Minion Horde Giant Skeleton Electro Wizard Barbarians Skeleton Army
Barbarians Minion Horde Skeleton Army
Barbarians Minion Horde Giant Skeleton Lumberjack
Skeleton Army Arrows Barbarians Giant Skeleton Electro Wizard
Barbarians Skeleton Army Giant Skeleton Minion Horde Wizard Lumberjack
Wizard Barbarians Minion Horde Skeleton Army
Barbarians Skeleton Army Electro Wizard Minion Horde Giant Skeleton Lumberjack
Arrows Barbarians Minion Horde Wizard Giant Skeleton 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.)

Arrows Minion Horde Giant Skeleton
Arrows Electro Wizard
Arrows Minion Horde Giant Skeleton
Arrows Barbarians Giant Skeleton
Wizard Arrows Minion Horde
Arrows Wizard Minion Horde
Arrows Minion Horde Wizard
Arrows Wizard
Arrows Wizard
Minion Horde Electro Wizard Lumberjack
Arrows Minion Horde Wizard Electro Wizard
Arrows Wizard
Arrows Minion Horde
Arrows
Arrows Minion Horde Wizard
Arrows Minion Horde Wizard
Arrows
Minion Horde
Arrows Wizard Electro Wizard
Arrows Wizard
Minion Horde Giant Skeleton
Arrows Wizard
Arrows Barbarians Minion Horde
Arrows Wizard
Minion Horde
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows
Arrows Minion Horde Wizard Electro Wizard
Electro Wizard Minion Horde Wizard
Minion Horde
Arrows Minion Horde Wizard
Arrows Minion Horde Electro Wizard
Minion Horde Giant Skeleton
Arrows Wizard
Minion Horde Electro Wizard Barbarians Skeleton Army
Arrows Wizard Electro Wizard
Arrows
Minion Horde Wizard Electro Wizard Lumberjack
Arrows Wizard
Arrows Giant Skeleton
Minion Horde
Minion Horde Giant Skeleton Electro Wizard
Electro Wizard
Giant Skeleton Electro Wizard

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