My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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.

Bats Furnace Wizard Electro Wizard Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Furnace

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Royal Giant Furnace Wizard Electro Wizard Magic Archer Lumberjack

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

The Log

Punishments

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

Royal Giant 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.

Royal Giant Magic Archer 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.

Electro Wizard Magic Archer 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
Bats Royal Giant
Giant Snowball
Bats Furnace Lumberjack
Zap
Bats Royal Giant Furnace
Barbarian Barrel
Furnace Wizard Electro Wizard Magic Archer Lumberjack
The Log
Royal Giant Furnace Lumberjack
Earthquake
Furnace
Arrows
Bats Furnace
Royal Delivery
Bats Wizard Electro Wizard Magic Archer Lumberjack
Fireball
Furnace Wizard Electro Wizard Magic Archer Lumberjack
Poison
Bats Furnace Wizard Electro Wizard Magic Archer
Lightning
Furnace Wizard Electro Wizard Magic Archer Lumberjack
Rocket
Furnace Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Furnace Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Furnace Wizard The Log Magic Archer

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.

Bats

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.

Royal Giant

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.

Furnace 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Furnace Electro Wizard Magic Archer Lumberjack Wizard Royal Giant

Shortest cycle

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

12 Bats The Log Furnace Electro Wizard

Attack Synergies 2 12

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.

Bats
Royal Giant Lumberjack
Royal Giant
Bats Furnace Wizard The Log Electro Wizard Magic Archer Lumberjack
Furnace
Royal Giant
Wizard
Royal Giant Lumberjack
The Log
Royal Giant Magic Archer Lumberjack
Electro Wizard
Royal Giant Magic Archer Lumberjack
Magic Archer
Royal Giant The Log Electro Wizard Lumberjack
Lumberjack
Bats Royal Giant Wizard The Log Electro Wizard Magic Archer

Defense Synergies 0 15

Bats
The Log Electro Wizard Lumberjack
Royal Giant
Furnace
Electro Wizard Magic Archer Lumberjack
Wizard
The Log Electro Wizard Lumberjack
The Log
Bats Wizard Electro Wizard Magic Archer Lumberjack
Electro Wizard
Bats Furnace Wizard The Log Magic Archer Lumberjack
Magic Archer
Furnace The Log Electro Wizard Lumberjack
Lumberjack
Bats Furnace Wizard The Log Electro Wizard Magic Archer

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.

Wizard The Log Electro Wizard Magic Archer
Lumberjack Bats Furnace The Log Electro Wizard
Furnace Lumberjack Bats Electro Wizard
Lumberjack Bats Furnace Electro Wizard
The Log Lumberjack
The Log Bats Furnace Electro Wizard Magic Archer Lumberjack
Bats Furnace Electro Wizard Wizard Magic Archer
The Log Electro Wizard Magic Archer
Furnace Lumberjack
Electro Wizard Lumberjack
Bats Electro Wizard Furnace Wizard The Log Magic Archer Lumberjack
Bats Furnace Wizard Electro Wizard Magic Archer
Furnace Lumberjack Bats Wizard The Log Electro Wizard
Wizard Bats Furnace The Log Electro Wizard Magic Archer Lumberjack
Furnace Electro Wizard Lumberjack
Furnace The Log Electro Wizard Lumberjack
Wizard Bats Furnace Electro Wizard Lumberjack
Bats Furnace Wizard The Log Electro Wizard Magic Archer Lumberjack
Furnace Wizard The Log Bats Electro Wizard Magic Archer Lumberjack
Electro Wizard Lumberjack
Wizard Bats Furnace The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Furnace Electro Wizard
Electro Wizard Wizard The Log Magic Archer Lumberjack
Lumberjack Bats Furnace The Log Electro Wizard
Lumberjack Bats The Log Electro Wizard
Lumberjack
Furnace Wizard Bats Electro Wizard Magic Archer
Bats Furnace Electro Wizard Lumberjack
Lumberjack
Electro Wizard Bats The Log Magic Archer
Bats Lumberjack
The Log Electro Wizard
Wizard Lumberjack
Wizard Furnace Magic Archer
Electro Wizard Bats Furnace The Log Magic Archer Lumberjack
Bats Wizard The Log Electro Wizard Magic Archer

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.)

Magic Archer The Log
The Log Electro Wizard Magic Archer
The Log Magic Archer
The Log
Wizard Furnace The Log Magic Archer
Wizard Bats Furnace Magic Archer
Furnace Wizard The Log Magic Archer
The Log Wizard Magic Archer
The Log Wizard
Bats Electro Wizard Lumberjack
Wizard The Log Electro Wizard Magic Archer
Wizard Magic Archer
The Log Magic Archer
Magic Archer
Furnace The Log Magic Archer
Furnace Wizard The Log Magic Archer
Magic Archer Furnace Wizard The Log
Bats
Wizard The Log Electro Wizard Magic Archer
Wizard The Log Magic Archer
The Log Magic Archer
Wizard
The Log
The Log
The Log Furnace Wizard Magic Archer
The Log Wizard Electro Wizard Magic Archer
Wizard The Log Magic Archer
The Log Magic Archer
Bats Furnace Wizard Electro Wizard Magic Archer
Electro Wizard Bats Wizard
Wizard The Log Magic Archer
Electro Wizard Magic Archer
Wizard The Log Magic Archer
Electro Wizard Bats Magic Archer
Wizard Electro Wizard Magic Archer
The Log
Wizard Electro Wizard Magic Archer Lumberjack
The Log Wizard Magic Archer
Bats The Log Electro Wizard Magic Archer
Bats Electro Wizard Magic Archer
The Log Electro Wizard Magic Archer

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