My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Minions Witch 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.

Knight Witch Bandit Electro Wizard 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.

Fireball Freeze

Punishments

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

Bandit Lumberjack

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

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

Knight Bandit 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.

Bandit 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
Minions Bandit
Giant Snowball
Minions Witch Lumberjack
Zap
Minions Witch Bandit
Barbarian Barrel
Knight Witch Bandit Electro Wizard Lumberjack
The Log
Witch Bandit Lumberjack
Earthquake
Witch
Arrows
Minions Witch
Royal Delivery
Knight Minions Witch Bandit Electro Wizard Lumberjack
Fireball
Minions Witch Bandit Electro Wizard Lumberjack
Poison
Minions Witch Electro Wizard
Lightning
Knight Witch Bandit Electro Wizard Lumberjack
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Freeze

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.

Knight Freeze

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.

Fireball

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.

Minions Fireball Witch 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Minions Bandit Fireball Freeze Electro Wizard Lumberjack Witch

Shortest cycle

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

13 Knight Minions Bandit Fireball

Attack Synergies 1 13

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.

Knight
Minions Fireball Witch Electro Wizard Lumberjack
Minions
Knight Bandit Lumberjack
Fireball
Knight Freeze Electro Wizard
Freeze
Fireball
Witch
Knight Bandit Lumberjack
Bandit
Minions Witch Electro Wizard Lumberjack
Electro Wizard
Knight Fireball Bandit Lumberjack
Lumberjack
Knight Minions Witch Bandit Electro Wizard

Defense Synergies 2 19

Knight
Minions Electro Wizard Fireball Witch Lumberjack
Minions
Knight Freeze Bandit Electro Wizard Lumberjack
Fireball
Knight Freeze Bandit Electro Wizard Lumberjack
Freeze
Minions Fireball Electro Wizard Lumberjack
Witch
Knight Bandit Electro Wizard Lumberjack
Bandit
Minions Fireball Witch Electro Wizard Lumberjack
Electro Wizard
Knight Minions Fireball Freeze Witch Bandit Lumberjack
Lumberjack
Knight Minions Fireball Freeze Witch Bandit 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.

Knight Minions Fireball Electro Wizard
Lumberjack Knight Minions Witch Bandit Electro Wizard
Witch Lumberjack Knight Minions Freeze Bandit Electro Wizard
Witch Lumberjack Knight Minions Bandit Electro Wizard
Fireball Lumberjack
Fireball Freeze Minions Bandit Electro Wizard Lumberjack
Minions Electro Wizard Fireball Freeze Witch
Fireball Bandit Electro Wizard
Witch Minions Lumberjack
Knight Bandit Electro Wizard Lumberjack
Minions Witch Electro Wizard Knight Fireball Freeze Bandit Lumberjack
Minions Fireball Witch Electro Wizard
Lumberjack Knight Minions Fireball Freeze Witch Bandit Electro Wizard
Fireball Minions Freeze Witch Electro Wizard Lumberjack
Knight Bandit Electro Wizard Lumberjack
Fireball Freeze Bandit Electro Wizard Lumberjack
Knight Minions Fireball Witch Electro Wizard Lumberjack
Fireball Knight Minions Witch Bandit Electro Wizard Lumberjack
Freeze Witch Knight Minions Fireball Bandit Electro Wizard Lumberjack
Electro Wizard Lumberjack
Knight Minions Fireball Witch Bandit Electro Wizard Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack Fireball Witch Bandit Electro Wizard
Fireball Bandit Electro Wizard Knight Lumberjack
Bandit Lumberjack Knight Minions Witch Electro Wizard
Lumberjack Knight Fireball Bandit Electro Wizard
Knight Witch Bandit Lumberjack
Fireball Minions Freeze Witch Electro Wizard
Knight Minions Fireball Witch Bandit Electro Wizard Lumberjack
Knight Lumberjack
Freeze Electro Wizard Knight Minions Fireball Witch Bandit
Witch
Knight Minions Witch Lumberjack
Fireball Electro Wizard
Knight Fireball Witch Bandit Lumberjack
Fireball Witch
Witch Electro Wizard Knight Minions Fireball Freeze Lumberjack
Minions Fireball Freeze Witch 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.)

Fireball Knight Freeze Bandit
Fireball Bandit Electro Wizard
Fireball Bandit
Knight Fireball Freeze
Fireball
Fireball Minions Freeze Witch
Witch
Fireball Freeze
Fireball Bandit
Minions Fireball Electro Wizard Lumberjack
Knight Fireball Bandit Electro Wizard
Fireball
Knight Fireball Bandit
Minions Fireball Freeze Bandit
Fireball
Fireball Witch Bandit
Fireball Bandit
Fireball Freeze
Minions
Fireball Bandit Electro Wizard
Fireball Witch
Minions Fireball
Fireball
Fireball
Freeze Fireball Witch
Witch
Fireball Witch Bandit Electro Wizard
Fireball Witch Bandit
Fireball Bandit
Fireball Witch Electro Wizard
Electro Wizard Minions Fireball Freeze Witch
Fireball
Fireball Bandit
Fireball Freeze Electro Wizard
Fireball
Electro Wizard Minions Fireball Freeze Witch Bandit
Fireball Witch Electro Wizard
Freeze
Fireball
Fireball Knight Electro Wizard Lumberjack
Fireball
Fireball
Minions Fireball Freeze Witch Electro Wizard
Fireball Witch Electro Wizard
Fireball Freeze Witch Bandit Electro Wizard

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