My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

Fire Spirit Baby Dragon 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.

Baby Dragon Balloon Golem Electro Wizard Lumberjack

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Balloon Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball 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.

Fireball

Dropped at the bridge

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

Fire Spirit Baby Dragon Balloon Golem 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 Golem 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
Balloon
Giant Snowball
Fire Spirit Baby Dragon Balloon Lumberjack
Zap
Fire Spirit Balloon
Barbarian Barrel
Fire Spirit Electro Wizard Lumberjack
The Log
Fire Spirit Lumberjack
Earthquake
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Baby Dragon Balloon Electro Wizard Lumberjack
Fireball
Baby Dragon Balloon Electro Wizard Lumberjack
Poison
Balloon Electro Wizard
Lightning
Baby Dragon Balloon Electro Wizard Lumberjack
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Baby Dragon 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.

Fire Spirit Baby Dragon Golem

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.

Fire Spirit 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit The Log Fireball Baby Dragon Electro Wizard Lumberjack Balloon Golem

Shortest cycle

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

11 Fire Spirit The Log Fireball Baby Dragon

Attack Synergies 3 18

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.

Fire Spirit
Baby Dragon Balloon Golem Lumberjack
Fireball
Golem Baby Dragon The Log Electro Wizard
Baby Dragon
Golem Fire Spirit Fireball Balloon Electro Wizard Lumberjack
Balloon
Lumberjack Fire Spirit Baby Dragon Golem The Log Electro Wizard
Golem
Fireball Baby Dragon Fire Spirit Balloon The Log Electro Wizard Lumberjack
The Log
Fireball Balloon Golem Lumberjack
Electro Wizard
Fireball Baby Dragon Balloon Golem Lumberjack
Lumberjack
Balloon Fire Spirit Baby Dragon Golem The Log Electro Wizard

Defense Synergies 1 9

Fire Spirit
The Log Electro Wizard
Fireball
The Log Electro Wizard Lumberjack
Baby Dragon
The Log Lumberjack
Balloon
Golem
The Log
Fireball Fire Spirit Baby Dragon Electro Wizard Lumberjack
Electro Wizard
Fire Spirit Fireball The Log Lumberjack
Lumberjack
Fireball Baby Dragon The Log 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.

Fireball Baby Dragon The Log Electro Wizard
Lumberjack The Log Electro Wizard
Lumberjack Fire Spirit Electro Wizard
Lumberjack Electro Wizard
Fireball The Log Lumberjack
Fireball The Log Fire Spirit Baby Dragon Electro Wizard Lumberjack
Electro Wizard Fire Spirit Fireball Baby Dragon
Fireball Baby Dragon The Log Electro Wizard
Lumberjack
Fire Spirit Electro Wizard Lumberjack
Electro Wizard Fireball Baby Dragon The Log Lumberjack
Fireball Baby Dragon Electro Wizard
Lumberjack Fire Spirit Fireball The Log Electro Wizard
Fire Spirit Fireball Baby Dragon The Log Electro Wizard Lumberjack
Electro Wizard Lumberjack
Fireball The Log Electro Wizard Lumberjack
Fireball Electro Wizard Lumberjack
Fire Spirit Fireball Baby Dragon The Log Electro Wizard Lumberjack
Baby Dragon The Log Fire Spirit Fireball Electro Wizard Lumberjack
Electro Wizard Lumberjack
Fire Spirit Fireball Baby Dragon The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Fireball Electro Wizard
Fireball Electro Wizard Baby Dragon The Log Lumberjack
Lumberjack The Log Electro Wizard
Lumberjack Fireball The Log Electro Wizard
Lumberjack
Fire Spirit Fireball Baby Dragon Electro Wizard
Fireball Electro Wizard Lumberjack
Lumberjack
Electro Wizard Fireball Baby Dragon The Log
Lumberjack
Fireball The Log Electro Wizard
Fireball Lumberjack
Fireball Baby Dragon
Electro Wizard Fireball Baby Dragon The Log Lumberjack
Fireball Baby Dragon The Log 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 Baby Dragon The Log
Fireball Baby Dragon The Log Electro Wizard
Fireball Baby Dragon The Log
Fireball The Log
Fireball Fire Spirit Baby Dragon The Log
Fireball Fire Spirit Baby Dragon
Fire Spirit Baby Dragon The Log
Fireball The Log Fire Spirit Baby Dragon
Fireball The Log
Fire Spirit Fireball Electro Wizard Lumberjack
Fireball The Log Electro Wizard
Fireball Fire Spirit Baby Dragon
Fire Spirit Fireball Baby Dragon The Log
Fireball Baby Dragon
Fireball Baby Dragon The Log
Fireball Baby Dragon The Log
Fireball Baby Dragon The Log
Fireball
Fire Spirit Fireball Baby Dragon The Log Electro Wizard
Fire Spirit Fireball Baby Dragon The Log
Fireball Baby Dragon The Log
Fireball
The Log
Fireball Baby Dragon The Log
The Log Fire Spirit Fireball Baby Dragon
Fireball The Log Baby Dragon Electro Wizard
Fireball Baby Dragon The Log
Fireball Baby Dragon The Log
Fire Spirit Fireball Baby Dragon Electro Wizard
Electro Wizard Fireball
Fireball
Fireball The Log
Fireball Electro Wizard
Fireball The Log
Electro Wizard Fire Spirit Fireball
Fireball Fire Spirit Baby Dragon Electro Wizard
The Log Fireball
Fireball Baby Dragon Electro Wizard Lumberjack
The Log Fireball Baby Dragon
Fireball
Fireball Baby Dragon The Log Electro Wizard
Fireball Electro Wizard
Fireball Baby Dragon The Log Electro Wizard

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