My Best Clash Royale Deck

Deck Check Rating

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

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.

Fire Spirit Bats Inferno Tower Wizard

Defensive buildings

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

Inferno Tower

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 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.

Fire Spirit 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 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 Skeleton Army Balloon
Giant Snowball
Fire Spirit Bats Skeleton Army Balloon Lumberjack
Zap
Fire Spirit Bats Inferno Tower Skeleton Army Balloon
Barbarian Barrel
Fire Spirit Inferno Tower Wizard Skeleton Army Lumberjack
The Log
Fire Spirit Skeleton Army Lumberjack
Earthquake
Inferno Tower Skeleton Army
Arrows
Fire Spirit Bats Skeleton Army
Royal Delivery
Fire Spirit Bats Wizard Skeleton Army Balloon Lumberjack
Fireball
Inferno Tower Wizard Skeleton Army Balloon Lumberjack
Poison
Bats Inferno Tower Wizard Skeleton Army Balloon
Lightning
Inferno Tower Wizard Balloon Lumberjack
Rocket
Inferno Tower Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard 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 Bats Inferno Tower Skeleton Army

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.

Skeleton Army

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats The Log Skeleton Army Lumberjack Inferno Tower Wizard Balloon

Shortest cycle

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

8 Fire Spirit Bats The Log Skeleton Army

Attack Synergies 2 7

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
Balloon Lumberjack
Bats
Balloon Lumberjack
Inferno Tower
Wizard
Balloon Lumberjack
Skeleton Army
Balloon
Bats Lumberjack Fire Spirit Wizard The Log
The Log
Balloon Lumberjack
Lumberjack
Balloon Fire Spirit Bats Wizard The Log

Defense Synergies 2 12

Fire Spirit
Inferno Tower The Log
Bats
Inferno Tower The Log Lumberjack
Inferno Tower
Skeleton Army The Log Fire Spirit Bats Lumberjack
Wizard
Skeleton Army The Log Lumberjack
Skeleton Army
Inferno Tower Wizard The Log Lumberjack
Balloon
The Log
Inferno Tower Fire Spirit Bats Wizard Skeleton Army Lumberjack
Lumberjack
Bats Inferno Tower Wizard Skeleton Army The Log

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.

Inferno Tower Wizard The Log
Inferno Tower Skeleton Army Lumberjack Bats The Log
Inferno Tower Skeleton Army Lumberjack Fire Spirit Bats
Inferno Tower Skeleton Army Lumberjack Bats
Skeleton Army The Log Lumberjack
Skeleton Army The Log Fire Spirit Bats Lumberjack
Bats Inferno Tower Fire Spirit Wizard
Inferno Tower The Log
Inferno Tower Skeleton Army Lumberjack
Skeleton Army Fire Spirit Inferno Tower Lumberjack
Bats Skeleton Army Wizard The Log Lumberjack
Inferno Tower Bats Wizard
Inferno Tower Skeleton Army Lumberjack Fire Spirit Bats Wizard The Log
Fire Spirit Wizard Skeleton Army Bats The Log Lumberjack
Inferno Tower Skeleton Army Lumberjack
Inferno Tower Skeleton Army The Log Lumberjack
Wizard Bats Inferno Tower Skeleton Army Lumberjack
Fire Spirit Bats Wizard Skeleton Army The Log Lumberjack
Wizard The Log Fire Spirit Bats Lumberjack
Inferno Tower Lumberjack
Wizard Skeleton Army Fire Spirit Bats The Log Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Inferno Tower
Wizard The Log Lumberjack
Skeleton Army Lumberjack Bats Inferno Tower The Log
Skeleton Army Lumberjack Bats Inferno Tower The Log
Inferno Tower Skeleton Army Lumberjack
Fire Spirit Wizard Bats
Skeleton Army Bats Inferno Tower Lumberjack
Inferno Tower Skeleton Army Lumberjack
Bats Inferno Tower Skeleton Army The Log
Inferno Tower Skeleton Army
Bats Inferno Tower Lumberjack
Skeleton Army The Log
Skeleton Army Inferno Tower Wizard Lumberjack
Wizard Skeleton Army
Inferno Tower Skeleton Army Bats The Log Lumberjack
Bats Inferno Tower Wizard The Log

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.)

The Log
The Log
The Log
The Log
Wizard Fire Spirit The Log
Wizard Fire Spirit Bats
Fire Spirit Wizard The Log
The Log Fire Spirit Wizard
The Log Wizard
Fire Spirit Bats Lumberjack
Wizard The Log
Fire Spirit Wizard
Fire Spirit The Log
The Log
Wizard The Log
Wizard The Log
Bats
Fire Spirit Wizard The Log
Fire Spirit Wizard The Log
The Log
Wizard
The Log
The Log
The Log Fire Spirit Wizard
The Log Wizard
Wizard The Log
The Log
Fire Spirit Bats Wizard
Bats Wizard
Wizard The Log
Wizard The Log
Fire Spirit Bats Skeleton Army
Fire Spirit Wizard
The Log
Wizard Lumberjack
The Log Wizard
Bats The Log
Bats
The Log

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