My Best Clash Royale Deck

Deck Check Rating

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

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 Wizard Electro Wizard Ram Rider

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.

Giant Wizard Prince Electro Wizard Lumberjack Ram Rider

Offensive cards

Win conditions

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

Giant Ram Rider

Damage spells

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

Zap

Punishments

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

Giant Prince Lumberjack Ram Rider

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 Giant Prince Lumberjack Ram Rider

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 Lumberjack Ram Rider

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
Giant Prince Ram Rider
Giant Snowball
Fire Spirit Lumberjack Ram Rider
Zap
Fire Spirit Prince Ram Rider
Barbarian Barrel
Fire Spirit Wizard Electro Wizard Lumberjack
The Log
Fire Spirit Prince Lumberjack Ram Rider
Earthquake
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Wizard Prince Electro Wizard Lumberjack Ram Rider
Fireball
Wizard Electro Wizard Lumberjack Ram Rider
Poison
Wizard Electro Wizard
Lightning
Wizard Prince Electro Wizard Lumberjack Ram Rider
Rocket
Wizard Prince Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard

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 Prince

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Electro Wizard Lumberjack Giant Wizard Prince Ram Rider

Shortest cycle

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

11 Fire Spirit Zap Electro Wizard Lumberjack

Attack Synergies 5 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
Zap Giant Prince Lumberjack Ram Rider
Zap
Giant Prince Electro Wizard Ram Rider Fire Spirit Lumberjack
Giant
Zap Prince Fire Spirit Wizard Electro Wizard Lumberjack
Wizard
Giant Prince Lumberjack Ram Rider
Prince
Zap Giant Fire Spirit Wizard Electro Wizard Lumberjack Ram Rider
Electro Wizard
Zap Giant Prince Lumberjack Ram Rider
Lumberjack
Fire Spirit Zap Giant Wizard Prince Electro Wizard Ram Rider
Ram Rider
Zap Fire Spirit Wizard Prince Electro Wizard Lumberjack

Defense Synergies 1 12

Fire Spirit
Zap Electro Wizard
Zap
Electro Wizard Fire Spirit Prince Lumberjack Ram Rider
Giant
Wizard
Prince Electro Wizard Lumberjack
Prince
Zap Wizard Electro Wizard
Electro Wizard
Zap Fire Spirit Wizard Prince Lumberjack Ram Rider
Lumberjack
Zap Wizard Electro Wizard Ram Rider
Ram Rider
Zap Electro Wizard Lumberjack

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.

Zap Wizard Electro Wizard Ram Rider
Lumberjack Zap Prince Electro Wizard Ram Rider
Prince Lumberjack Ram Rider Fire Spirit Electro Wizard
Prince Lumberjack Electro Wizard Ram Rider
Prince Lumberjack
Fire Spirit Zap Electro Wizard Lumberjack
Electro Wizard Ram Rider Fire Spirit Zap Wizard
Zap Electro Wizard Ram Rider
Prince Lumberjack
Fire Spirit Prince Electro Wizard Lumberjack
Electro Wizard Zap Wizard Lumberjack Ram Rider
Zap Wizard Electro Wizard Ram Rider
Prince Lumberjack Fire Spirit Zap Wizard Electro Wizard Ram Rider
Fire Spirit Wizard Zap Prince Electro Wizard Lumberjack
Prince Electro Wizard Lumberjack Ram Rider
Zap Prince Electro Wizard Lumberjack Ram Rider
Wizard Prince Electro Wizard Lumberjack
Fire Spirit Zap Wizard Prince Electro Wizard Lumberjack Ram Rider
Zap Wizard Fire Spirit Electro Wizard Lumberjack Ram Rider
Prince Electro Wizard Lumberjack Ram Rider
Wizard Fire Spirit Prince Electro Wizard Lumberjack

Counters to secondary win conditions

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

Lumberjack Zap Prince Electro Wizard
Electro Wizard Zap Wizard Prince Lumberjack
Lumberjack Zap Prince Electro Wizard Ram Rider
Prince Lumberjack Zap Electro Wizard Ram Rider
Prince Lumberjack Ram Rider
Fire Spirit Wizard Zap Electro Wizard Ram Rider
Prince Electro Wizard Lumberjack Ram Rider
Prince Lumberjack
Zap Electro Wizard Prince
Prince Lumberjack
Zap Prince Electro Wizard
Prince Wizard Lumberjack Ram Rider
Wizard
Electro Wizard Zap Prince Lumberjack
Zap Wizard 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.)

Zap Electro Wizard Ram Rider
Prince
Wizard Fire Spirit Zap
Wizard Fire Spirit Zap Ram Rider
Fire Spirit Wizard
Fire Spirit Zap Wizard Ram Rider
Zap Wizard Ram Rider
Fire Spirit Prince Electro Wizard Lumberjack
Zap Wizard Prince Electro Wizard Ram Rider
Fire Spirit Zap Wizard
Fire Spirit
Zap Prince
Zap Wizard
Wizard
Fire Spirit Zap Wizard Prince Electro Wizard
Fire Spirit Zap Wizard
Prince
Wizard
Prince
Zap
Zap Fire Spirit Wizard
Zap Wizard Electro Wizard Ram Rider
Zap Wizard Prince Ram Rider
Zap
Fire Spirit Zap Wizard Electro Wizard
Zap Electro Wizard Wizard
Zap Wizard
Zap Electro Wizard
Prince
Wizard
Zap Electro Wizard Fire Spirit Prince
Fire Spirit Zap Wizard Electro Wizard Ram Rider
Wizard Prince Electro Wizard Lumberjack
Zap Wizard
Zap
Prince
Zap Electro Wizard
Zap Electro Wizard
Zap Prince Electro Wizard

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