My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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 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.

Minions Baby Dragon Witch 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.

Knight Baby Dragon Witch 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.

Arrows

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.

Missing

Dropped at the bridge

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

Knight Baby Dragon 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
Minions Balloon
Giant Snowball
Minions Baby Dragon Witch Balloon Lumberjack
Zap
Minions Witch Balloon
Barbarian Barrel
Knight Witch Electro Wizard Lumberjack
The Log
Witch Lumberjack
Earthquake
Witch
Arrows
Minions Witch
Royal Delivery
Knight Minions Baby Dragon Witch Balloon Electro Wizard Lumberjack
Fireball
Minions Baby Dragon Witch Balloon Electro Wizard Lumberjack
Poison
Minions Witch Balloon Electro Wizard
Lightning
Knight Baby Dragon Witch Balloon Electro Wizard Lumberjack
Rocket
Witch Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon

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.

Arrows Knight Baby 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.

Minions Witch 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Knight Minions Baby Dragon Electro Wizard Lumberjack Witch Balloon

Shortest cycle

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

13 Arrows Knight Minions Baby Dragon

Attack Synergies 5 15

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
Balloon Knight Lumberjack
Knight
Minions Baby Dragon Balloon Arrows Witch Electro Wizard Lumberjack
Minions
Knight Baby Dragon Balloon Lumberjack
Baby Dragon
Knight Minions Witch Balloon Electro Wizard Lumberjack
Witch
Knight Baby Dragon Lumberjack
Balloon
Arrows Knight Lumberjack Minions Baby Dragon Electro Wizard
Electro Wizard
Knight Baby Dragon Balloon Lumberjack
Lumberjack
Balloon Arrows Knight Minions Baby Dragon Witch Electro Wizard

Defense Synergies 2 13

Arrows
Knight Lumberjack
Knight
Minions Electro Wizard Arrows Baby Dragon Witch Lumberjack
Minions
Knight Baby Dragon Electro Wizard Lumberjack
Baby Dragon
Knight Minions Witch Lumberjack
Witch
Knight Baby Dragon Electro Wizard Lumberjack
Balloon
Electro Wizard
Knight Minions Witch Lumberjack
Lumberjack
Arrows Knight Minions Baby Dragon Witch 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.

Knight Minions Baby Dragon Electro Wizard
Lumberjack Knight Minions Witch Electro Wizard
Witch Lumberjack Knight Minions Electro Wizard
Witch Lumberjack Knight Minions Electro Wizard
Arrows Lumberjack
Arrows Minions Baby Dragon Electro Wizard Lumberjack
Minions Electro Wizard Arrows Baby Dragon Witch
Arrows Baby Dragon Electro Wizard
Witch Minions Lumberjack
Knight Electro Wizard Lumberjack
Minions Witch Electro Wizard Arrows Knight Baby Dragon Lumberjack
Arrows Minions Baby Dragon Witch Electro Wizard
Lumberjack Knight Minions Witch Electro Wizard
Arrows Minions Baby Dragon Witch Electro Wizard Lumberjack
Knight Electro Wizard Lumberjack
Electro Wizard Lumberjack
Arrows Knight Minions Witch Electro Wizard Lumberjack
Arrows Knight Minions Baby Dragon Witch Electro Wizard Lumberjack
Arrows Baby Dragon Witch Knight Minions Electro Wizard Lumberjack
Electro Wizard Lumberjack
Arrows Knight Minions Baby Dragon Witch Electro Wizard Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack Witch Electro Wizard
Electro Wizard Arrows Knight Baby Dragon Lumberjack
Lumberjack Knight Minions Witch Electro Wizard
Lumberjack Knight Electro Wizard
Knight Witch Lumberjack
Arrows Minions Baby Dragon Witch Electro Wizard
Knight Minions Witch Electro Wizard Lumberjack
Knight Lumberjack
Electro Wizard Knight Minions Baby Dragon Witch
Witch
Knight Minions Witch Lumberjack
Arrows Electro Wizard
Knight Witch Lumberjack
Baby Dragon Witch
Witch Electro Wizard Knight Minions Baby Dragon Lumberjack
Arrows Minions Baby Dragon Witch 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 Knight Baby Dragon
Arrows Baby Dragon Electro Wizard
Arrows Baby Dragon
Arrows Knight
Arrows Baby Dragon
Arrows Minions Baby Dragon Witch
Arrows Baby Dragon Witch
Arrows Baby Dragon
Arrows
Minions Electro Wizard Lumberjack
Arrows Knight Electro Wizard
Arrows Baby Dragon
Knight Baby Dragon
Arrows Minions Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon Witch
Arrows Baby Dragon
Arrows
Minions
Arrows Baby Dragon Electro Wizard
Arrows Baby Dragon Witch
Minions Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Baby Dragon Witch
Witch
Arrows Baby Dragon Witch Electro Wizard
Arrows Baby Dragon Witch
Arrows Baby Dragon
Arrows Baby Dragon Witch Electro Wizard
Electro Wizard Minions Witch
Arrows
Arrows Electro Wizard
Arrows
Electro Wizard Minions Witch
Arrows Baby Dragon Witch Electro Wizard
Arrows
Knight Baby Dragon Electro Wizard Lumberjack
Arrows Baby Dragon
Arrows
Minions Baby Dragon Witch Electro Wizard
Witch Electro Wizard
Baby Dragon Witch Electro Wizard

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