My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Electro Wizard Inferno Dragon

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.

Ice Spirit Balloon Electro Wizard Inferno Dragon 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 The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Gang 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.

Ice Spirit Goblin Gang 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
Goblin Gang Balloon Inferno Dragon
Giant Snowball
Goblin Gang Balloon Inferno Dragon Lumberjack
Zap
Goblin Gang Balloon Inferno Dragon
Barbarian Barrel
Ice Spirit Goblin Gang Electro Wizard Lumberjack
The Log
Ice Spirit Goblin Gang Lumberjack
Earthquake
Goblin Gang
Arrows
Ice Spirit Goblin Gang
Royal Delivery
Ice Spirit Goblin Gang Balloon Electro Wizard Inferno Dragon Lumberjack
Fireball
Goblin Gang Balloon Electro Wizard Inferno Dragon Lumberjack
Poison
Goblin Gang Balloon Electro Wizard
Lightning
Balloon Electro Wizard Inferno Dragon Lumberjack
Rocket
Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows 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.

Ice Spirit Arrows Inferno 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.

Ice Spirit Goblin Gang 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.

Ice Spirit The Log Arrows Goblin Gang Electro Wizard Inferno Dragon Lumberjack Balloon

Shortest cycle

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

9 Ice Spirit The Log Arrows Goblin Gang

Attack Synergies 3 8

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.

Ice Spirit
Balloon Inferno Dragon Lumberjack
Arrows
Balloon Lumberjack
Goblin Gang
Balloon
Balloon
Ice Spirit Arrows Lumberjack Goblin Gang The Log Electro Wizard
The Log
Balloon Lumberjack
Electro Wizard
Balloon Lumberjack
Inferno Dragon
Ice Spirit
Lumberjack
Balloon Ice Spirit Arrows The Log Electro Wizard

Defense Synergies 1 14

Ice Spirit
Goblin Gang The Log Electro Wizard Inferno Dragon Lumberjack
Arrows
Lumberjack
Goblin Gang
Ice Spirit The Log Electro Wizard Inferno Dragon Lumberjack
Balloon
The Log
Ice Spirit Goblin Gang Electro Wizard Inferno Dragon Lumberjack
Electro Wizard
Ice Spirit Goblin Gang The Log Inferno Dragon Lumberjack
Inferno Dragon
Ice Spirit Goblin Gang The Log Electro Wizard
Lumberjack
Ice Spirit Arrows Goblin Gang 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.

The Log Electro Wizard
Inferno Dragon Lumberjack Ice Spirit Goblin Gang The Log Electro Wizard
Goblin Gang Lumberjack Electro Wizard Inferno Dragon
Inferno Dragon Lumberjack Goblin Gang Electro Wizard
Arrows The Log Lumberjack
Arrows Goblin Gang The Log Electro Wizard Lumberjack
Electro Wizard Inferno Dragon Ice Spirit Arrows Goblin Gang
Arrows The Log Electro Wizard
Inferno Dragon Goblin Gang Lumberjack
Goblin Gang Ice Spirit Electro Wizard Lumberjack
Goblin Gang Electro Wizard Arrows The Log Lumberjack
Arrows Inferno Dragon Goblin Gang Electro Wizard
Lumberjack Ice Spirit Goblin Gang The Log Electro Wizard
Ice Spirit Arrows Goblin Gang The Log Electro Wizard Lumberjack
Inferno Dragon Goblin Gang Electro Wizard Lumberjack
Ice Spirit Goblin Gang The Log Electro Wizard Inferno Dragon Lumberjack
Arrows Goblin Gang Electro Wizard Lumberjack
Ice Spirit Arrows Goblin Gang The Log Electro Wizard Lumberjack
Arrows The Log Ice Spirit Electro Wizard Inferno Dragon Lumberjack
Electro Wizard Inferno Dragon Lumberjack
Goblin Gang Arrows The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Goblin Gang Lumberjack Electro Wizard
Electro Wizard Arrows Goblin Gang The Log Inferno Dragon Lumberjack
Goblin Gang Lumberjack Ice Spirit The Log Electro Wizard
Goblin Gang Lumberjack The Log Electro Wizard
Goblin Gang Inferno Dragon Lumberjack
Arrows Ice Spirit Goblin Gang Electro Wizard
Goblin Gang Electro Wizard Lumberjack
Inferno Dragon Lumberjack
Electro Wizard Ice Spirit The Log Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Lumberjack
Arrows The Log Electro Wizard
Goblin Gang Lumberjack
Goblin Gang Electro Wizard Ice Spirit The Log Inferno Dragon Lumberjack
Arrows The Log Electro Wizard Inferno Dragon

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 The Log
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Arrows The Log
Arrows Ice Spirit
Arrows The Log
Arrows The Log Ice Spirit
Arrows The Log
Goblin Gang Electro Wizard Lumberjack
Arrows The Log Electro Wizard
Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Arrows The Log Electro Wizard
Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log Ice Spirit
Inferno Dragon
Arrows The Log Electro Wizard
Arrows The Log
Arrows The Log
Arrows Electro Wizard
Electro Wizard Ice Spirit
Arrows The Log
Ice Spirit Arrows Electro Wizard
Arrows The Log
Electro Wizard Ice Spirit Goblin Gang
Arrows Electro Wizard
Arrows The Log
Goblin Gang Electro Wizard Lumberjack
Arrows The Log
Arrows
Ice Spirit Goblin Gang The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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