My Best Clash Royale Deck

Deck Check Rating

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

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Wizard Inferno Dragon Magic Archer

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.

Bats Wizard Balloon Giant Skeleton Inferno Dragon Magic Archer 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.

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.

Missing

Dropped at the bridge

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

Balloon Giant Skeleton 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.

Balloon Giant Skeleton 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 Balloon Giant Skeleton Inferno Dragon
Giant Snowball
Bats Balloon Inferno Dragon Lumberjack
Zap
Bats Balloon Inferno Dragon
Barbarian Barrel
Wizard Giant Skeleton Magic Archer Lumberjack
The Log
Giant Skeleton Lumberjack
Earthquake
Arrows
Bats
Royal Delivery
Bats Wizard Balloon Giant Skeleton Inferno Dragon Magic Archer Lumberjack
Fireball
Wizard Balloon Inferno Dragon Magic Archer Lumberjack
Poison
Bats Wizard Balloon Magic Archer
Lightning
Wizard Balloon Inferno Dragon Magic Archer Lumberjack
Rocket
Wizard Balloon Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

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 Giant Skeleton 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.

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 Inferno Dragon Magic Archer Lumberjack Wizard Balloon Giant Skeleton

Shortest cycle

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

12 Bats The Log Inferno Dragon Magic Archer

Attack Synergies 3 14

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
Balloon Giant Skeleton Inferno Dragon Lumberjack
Wizard
Balloon Giant Skeleton Lumberjack
Balloon
Bats Lumberjack Wizard Giant Skeleton The Log Magic Archer
Giant Skeleton
Bats Wizard Balloon The Log Magic Archer Lumberjack
The Log
Balloon Giant Skeleton Magic Archer Lumberjack
Inferno Dragon
Bats
Magic Archer
Balloon Giant Skeleton The Log Lumberjack
Lumberjack
Balloon Bats Wizard Giant Skeleton The Log Magic Archer

Defense Synergies 0 14

Bats
Giant Skeleton The Log Inferno Dragon Lumberjack
Wizard
Giant Skeleton The Log Lumberjack
Balloon
Giant Skeleton
Bats Wizard The Log Magic Archer Lumberjack
The Log
Bats Wizard Giant Skeleton Inferno Dragon Magic Archer Lumberjack
Inferno Dragon
Bats The Log
Magic Archer
Giant Skeleton The Log Lumberjack
Lumberjack
Bats Wizard Giant Skeleton The Log 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 Magic Archer
Inferno Dragon Lumberjack Bats The Log
Lumberjack Bats Giant Skeleton Inferno Dragon
Inferno Dragon Lumberjack Bats
Giant Skeleton The Log Lumberjack
The Log Bats Magic Archer Lumberjack
Bats Inferno Dragon Wizard Magic Archer
Giant Skeleton The Log Magic Archer
Inferno Dragon Lumberjack
Giant Skeleton Lumberjack
Bats Wizard Giant Skeleton The Log Magic Archer Lumberjack
Inferno Dragon Bats Wizard Magic Archer
Lumberjack Bats Wizard Giant Skeleton The Log
Wizard Bats The Log Magic Archer Lumberjack
Inferno Dragon Lumberjack
The Log Inferno Dragon Lumberjack
Wizard Bats Lumberjack
Bats Wizard The Log Magic Archer Lumberjack
Wizard The Log Bats Giant Skeleton Inferno Dragon Magic Archer Lumberjack
Inferno Dragon Lumberjack
Wizard Bats Giant Skeleton The Log Lumberjack

Counters to secondary win conditions

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

Lumberjack Giant Skeleton
Wizard The Log Inferno Dragon Magic Archer Lumberjack
Giant Skeleton Lumberjack Bats The Log
Giant Skeleton Lumberjack Bats The Log
Giant Skeleton Inferno Dragon Lumberjack
Wizard Bats Magic Archer
Bats Giant Skeleton Lumberjack
Giant Skeleton Inferno Dragon Lumberjack
Giant Skeleton Bats The Log Inferno Dragon Magic Archer
Inferno Dragon
Inferno Dragon Bats Giant Skeleton Lumberjack
Giant Skeleton The Log
Giant Skeleton Wizard Lumberjack
Wizard Magic Archer
Bats Giant Skeleton The Log Inferno Dragon Magic Archer Lumberjack
Bats Wizard Giant Skeleton The Log Inferno Dragon 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 Giant Skeleton The Log
The Log Magic Archer
Giant Skeleton The Log Magic Archer
Giant Skeleton The Log
Wizard The Log Magic Archer
Wizard Bats Magic Archer
Wizard The Log Magic Archer
The Log Wizard Magic Archer
The Log Wizard
Bats Lumberjack
Wizard The Log Magic Archer
Wizard Magic Archer
The Log Magic Archer
Magic Archer
The Log Magic Archer
Wizard The Log Magic Archer
Magic Archer Wizard The Log
Bats
Wizard The Log Magic Archer
Wizard The Log Magic Archer
Giant Skeleton The Log Magic Archer
Wizard
The Log
The Log
The Log Wizard Magic Archer
Inferno Dragon
The Log Wizard Magic Archer
Wizard The Log Magic Archer
The Log Magic Archer
Bats Wizard Magic Archer
Bats Wizard
Wizard The Log Magic Archer
Magic Archer
Giant Skeleton
Wizard The Log Magic Archer
Bats Magic Archer
Wizard Magic Archer
The Log
Wizard Magic Archer Lumberjack
The Log Wizard Magic Archer
Giant Skeleton
Bats Giant Skeleton The Log Magic Archer
Bats Magic Archer
Giant Skeleton The Log Magic Archer

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