My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
Good

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.

Fire Spirit Minions Electro Wizard

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.

Bomber Battle Ram Giant Skeleton Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows

Punishments

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

Battle Ram 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 Battle Ram Giant Skeleton 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.

Giant Skeleton 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
Bomber Minions Battle Ram Giant Skeleton
Giant Snowball
Fire Spirit Bomber Minions Battle Ram Lumberjack
Zap
Fire Spirit Bomber Minions Battle Ram
Barbarian Barrel
Fire Spirit Bomber Battle Ram Giant Skeleton Electro Wizard Lumberjack
The Log
Fire Spirit Bomber Battle Ram Giant Skeleton Lumberjack
Earthquake
Bomber
Arrows
Fire Spirit Bomber Minions
Royal Delivery
Fire Spirit Bomber Minions Battle Ram Giant Skeleton Electro Wizard Lumberjack
Fireball
Bomber Minions Battle Ram Electro Wizard Lumberjack
Poison
Bomber Minions Electro Wizard
Lightning
Battle Ram Electro Wizard Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Arrows

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 Arrows Battle Ram Giant Skeleton

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 Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Arrows Minions Battle Ram Electro Wizard Lumberjack Giant Skeleton

Shortest cycle

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

9 Fire Spirit Bomber Arrows Minions

Attack Synergies 0 18

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
Battle Ram Giant Skeleton Lumberjack
Bomber
Minions Battle Ram Giant Skeleton Lumberjack
Arrows
Battle Ram Giant Skeleton Lumberjack
Minions
Bomber Battle Ram Giant Skeleton Lumberjack
Battle Ram
Fire Spirit Bomber Arrows Minions Electro Wizard Lumberjack
Giant Skeleton
Fire Spirit Bomber Arrows Minions Electro Wizard Lumberjack
Electro Wizard
Battle Ram Giant Skeleton Lumberjack
Lumberjack
Fire Spirit Bomber Arrows Minions Battle Ram Giant Skeleton Electro Wizard

Defense Synergies 0 11

Fire Spirit
Giant Skeleton Electro Wizard
Bomber
Electro Wizard
Arrows
Giant Skeleton Lumberjack
Minions
Giant Skeleton Electro Wizard Lumberjack
Battle Ram
Giant Skeleton
Fire Spirit Arrows Minions Electro Wizard Lumberjack
Electro Wizard
Fire Spirit Bomber Minions Giant Skeleton Lumberjack
Lumberjack
Arrows Minions Giant Skeleton 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.

Bomber Minions Electro Wizard
Lumberjack Bomber Minions Electro Wizard
Lumberjack Fire Spirit Bomber Minions Giant Skeleton Electro Wizard
Lumberjack Bomber Minions Electro Wizard
Bomber Arrows Giant Skeleton Lumberjack
Arrows Fire Spirit Bomber Minions Electro Wizard Lumberjack
Minions Electro Wizard Fire Spirit Arrows
Arrows Giant Skeleton Electro Wizard
Minions Lumberjack
Fire Spirit Bomber Giant Skeleton Electro Wizard Lumberjack
Minions Electro Wizard Bomber Arrows Giant Skeleton Lumberjack
Arrows Minions Electro Wizard
Lumberjack Fire Spirit Bomber Minions Giant Skeleton Electro Wizard
Fire Spirit Bomber Arrows Minions Electro Wizard Lumberjack
Electro Wizard Lumberjack
Electro Wizard Lumberjack
Bomber Arrows Minions Electro Wizard Lumberjack
Fire Spirit Arrows Bomber Minions Electro Wizard Lumberjack
Arrows Fire Spirit Bomber Minions Giant Skeleton Electro Wizard Lumberjack
Electro Wizard Lumberjack
Bomber Fire Spirit Arrows Minions Giant Skeleton Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Giant Skeleton Electro Wizard
Electro Wizard Bomber Arrows Lumberjack
Giant Skeleton Lumberjack Minions Electro Wizard
Giant Skeleton Lumberjack Electro Wizard
Giant Skeleton Lumberjack
Fire Spirit Arrows Minions Electro Wizard
Minions Giant Skeleton Electro Wizard Lumberjack
Giant Skeleton Lumberjack
Giant Skeleton Electro Wizard Minions
Minions Giant Skeleton Lumberjack
Arrows Giant Skeleton Electro Wizard
Giant Skeleton Lumberjack
Bomber
Electro Wizard Bomber Minions Giant Skeleton Lumberjack
Arrows Minions Bomber Giant Skeleton Electro Wizard

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 Giant Skeleton
Arrows Electro Wizard
Arrows Giant Skeleton
Arrows Giant Skeleton
Bomber Fire Spirit Arrows
Arrows Fire Spirit Minions
Fire Spirit Bomber Arrows
Arrows Fire Spirit
Arrows
Fire Spirit Minions Electro Wizard Lumberjack
Arrows Electro Wizard
Fire Spirit Arrows
Fire Spirit
Arrows Minions
Arrows
Bomber Arrows
Arrows
Arrows
Bomber Minions
Fire Spirit Bomber Arrows Electro Wizard
Fire Spirit Bomber Arrows
Minions Giant Skeleton
Arrows
Arrows
Arrows Fire Spirit Bomber
Arrows Electro Wizard
Arrows
Arrows
Fire Spirit Arrows Electro Wizard
Electro Wizard Minions
Bomber Arrows
Arrows Electro Wizard
Giant Skeleton
Arrows
Electro Wizard Fire Spirit Minions
Fire Spirit Arrows Electro Wizard
Arrows
Electro Wizard Lumberjack
Arrows Bomber
Arrows Giant Skeleton
Minions Giant Skeleton Electro Wizard
Electro Wizard
Giant Skeleton Electro Wizard

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