My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Baby 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 Baby Dragon Dark Prince P.E.K.K.A Lumberjack

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Rage

Punishments

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

Dark Prince 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 Baby Dragon Dark Prince P.E.K.K.A 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.

Dark Prince 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
Dark Prince
Giant Snowball
Baby Dragon Lumberjack
Zap
Dark Prince
Barbarian Barrel
Ice Spirit Dark Prince Lumberjack
The Log
Ice Spirit Dark Prince Lumberjack
Earthquake
Arrows
Ice Spirit
Royal Delivery
Ice Spirit Baby Dragon Dark Prince P.E.K.K.A Lumberjack
Fireball
Baby Dragon Lumberjack
Poison
Lightning
Baby Dragon Dark Prince Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Baby Dragon Dark Prince

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 Rage Baby Dragon Dark Prince P.E.K.K.A

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

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.

Mirror Ice Spirit Rage Arrows Baby Dragon Dark Prince Lumberjack P.E.K.K.A

Shortest cycle

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

6 Mirror Ice Spirit Rage Arrows

Attack Synergies 3 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.

Ice Spirit
P.E.K.K.A Baby Dragon Dark Prince Lumberjack
Arrows
Mirror P.E.K.K.A Dark Prince Lumberjack
Mirror
Arrows Lumberjack
Rage
Dark Prince
Baby Dragon
Ice Spirit Dark Prince P.E.K.K.A Lumberjack
Dark Prince
Ice Spirit Arrows Rage Baby Dragon Lumberjack
P.E.K.K.A
Ice Spirit Arrows Baby Dragon Lumberjack
Lumberjack
Ice Spirit Arrows Mirror Baby Dragon Dark Prince P.E.K.K.A

Defense Synergies 1 11

Ice Spirit
Baby Dragon Dark Prince P.E.K.K.A Lumberjack
Arrows
Mirror Dark Prince P.E.K.K.A Lumberjack
Mirror
Arrows Lumberjack
Rage
Baby Dragon
Ice Spirit Dark Prince P.E.K.K.A Lumberjack
Dark Prince
Ice Spirit Arrows Baby Dragon
P.E.K.K.A
Ice Spirit Arrows Baby Dragon
Lumberjack
Ice Spirit Arrows Mirror Baby Dragon

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.

Baby Dragon
P.E.K.K.A Lumberjack Ice Spirit Dark Prince
P.E.K.K.A Lumberjack Dark Prince
P.E.K.K.A Lumberjack Dark Prince
Arrows Dark Prince P.E.K.K.A Lumberjack
Arrows Baby Dragon Dark Prince Lumberjack
Ice Spirit Arrows Baby Dragon
Arrows Baby Dragon P.E.K.K.A
P.E.K.K.A Lumberjack
Ice Spirit Dark Prince Lumberjack
Arrows Baby Dragon Dark Prince Lumberjack
Arrows Baby Dragon
P.E.K.K.A Lumberjack Ice Spirit Dark Prince
Ice Spirit Arrows Baby Dragon Dark Prince P.E.K.K.A Lumberjack
P.E.K.K.A Lumberjack
Ice Spirit P.E.K.K.A Lumberjack
Arrows Dark Prince P.E.K.K.A Lumberjack
Ice Spirit Arrows Baby Dragon Dark Prince Lumberjack
Arrows Baby Dragon Ice Spirit Dark Prince Lumberjack
P.E.K.K.A Lumberjack
Dark Prince Arrows Baby Dragon P.E.K.K.A Lumberjack

Counters to secondary win conditions

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

Lumberjack Dark Prince P.E.K.K.A
Arrows Baby Dragon Lumberjack
P.E.K.K.A Lumberjack Ice Spirit Dark Prince
Dark Prince P.E.K.K.A Lumberjack
P.E.K.K.A Dark Prince Lumberjack
Arrows Ice Spirit Baby Dragon
Dark Prince P.E.K.K.A Lumberjack
P.E.K.K.A Dark Prince Lumberjack
P.E.K.K.A Ice Spirit Baby Dragon Dark Prince
P.E.K.K.A
P.E.K.K.A Dark Prince Lumberjack
P.E.K.K.A Arrows Dark Prince
Dark Prince P.E.K.K.A Lumberjack
Baby Dragon
Ice Spirit Baby Dragon Dark Prince P.E.K.K.A Lumberjack
Arrows Baby Dragon Dark Prince P.E.K.K.A

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 Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Dark Prince
Arrows Baby Dragon Dark Prince
Arrows Ice Spirit Baby Dragon
Arrows Baby Dragon
Arrows Ice Spirit Baby Dragon
Arrows
Lumberjack
Arrows Dark Prince
Arrows Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows
Arrows Baby Dragon Dark Prince
Arrows Baby Dragon
Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Ice Spirit Baby Dragon Dark Prince
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Ice Spirit
Arrows
Ice Spirit Arrows
P.E.K.K.A
Arrows
Ice Spirit Dark Prince
Arrows Baby Dragon
Arrows
Baby Dragon Dark Prince Lumberjack
Arrows Baby Dragon
Arrows
Dark Prince P.E.K.K.A
Ice Spirit Baby Dragon
Baby Dragon Dark Prince

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