My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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!
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.

Wizard Electro Wizard Inferno 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.

Knight Wizard Prince Bandit Electro Wizard Inferno Dragon 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.

Freeze

Punishments

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

Prince Bandit 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.

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

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Wizard 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 Prince Inferno Dragon

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Bandit Freeze Electro Wizard Inferno Dragon Lumberjack Wizard Prince

Shortest cycle

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

14 Knight Bandit Freeze Electro Wizard

Attack Synergies 0 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.

Knight
Wizard Prince Electro Wizard Lumberjack
Wizard
Knight Prince Bandit Lumberjack
Freeze
Prince
Knight Wizard Electro Wizard Lumberjack
Bandit
Wizard Electro Wizard Lumberjack
Electro Wizard
Knight Prince Bandit Lumberjack
Inferno Dragon
Lumberjack
Knight Wizard Prince Bandit Electro Wizard

Defense Synergies 1 14

Knight
Electro Wizard Wizard Lumberjack
Wizard
Knight Freeze Prince Bandit Electro Wizard Lumberjack
Freeze
Wizard Electro Wizard Lumberjack
Prince
Wizard Electro Wizard
Bandit
Wizard Electro Wizard Lumberjack
Electro Wizard
Knight Wizard Freeze Prince Bandit Inferno Dragon Lumberjack
Inferno Dragon
Electro Wizard
Lumberjack
Knight Wizard Freeze 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 Wizard Electro Wizard
Inferno Dragon Lumberjack Knight Prince Bandit Electro Wizard
Prince Lumberjack Knight Freeze Bandit Electro Wizard Inferno Dragon
Prince Inferno Dragon Lumberjack Knight Bandit Electro Wizard
Prince Lumberjack
Freeze Bandit Electro Wizard Lumberjack
Electro Wizard Inferno Dragon Wizard Freeze
Bandit Electro Wizard
Inferno Dragon Prince Lumberjack
Knight Prince Bandit Electro Wizard Lumberjack
Electro Wizard Knight Wizard Freeze Bandit Lumberjack
Inferno Dragon Wizard Electro Wizard
Prince Lumberjack Knight Wizard Freeze Bandit Electro Wizard
Wizard Freeze Prince Electro Wizard Lumberjack
Inferno Dragon Knight Prince Bandit Electro Wizard Lumberjack
Freeze Prince Bandit Electro Wizard Inferno Dragon Lumberjack
Wizard Knight Prince Electro Wizard Lumberjack
Knight Wizard Prince Bandit Electro Wizard Lumberjack
Wizard Freeze Knight Bandit Electro Wizard Inferno Dragon Lumberjack
Prince Electro Wizard Inferno Dragon Lumberjack
Wizard Knight Prince Bandit Electro Wizard Lumberjack

Counters to secondary win conditions

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

Knight Lumberjack Prince Bandit Electro Wizard
Bandit Electro Wizard Knight Wizard Prince Inferno Dragon Lumberjack
Bandit Lumberjack Knight Prince Electro Wizard
Prince Lumberjack Knight Bandit Electro Wizard
Knight Prince Bandit Inferno Dragon Lumberjack
Wizard Freeze Electro Wizard
Prince Knight Bandit Electro Wizard Lumberjack
Knight Prince Inferno Dragon Lumberjack
Freeze Electro Wizard Knight Prince Bandit Inferno Dragon
Inferno Dragon
Inferno Dragon Knight Prince Lumberjack
Prince Electro Wizard
Prince Knight Wizard Bandit Lumberjack
Wizard
Electro Wizard Knight Freeze Prince Inferno Dragon Lumberjack
Wizard Freeze Electro Wizard Inferno Dragon

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.)

Knight Freeze Bandit
Bandit Electro Wizard
Bandit
Knight Freeze Prince
Wizard
Wizard Freeze
Wizard
Wizard Freeze
Wizard Bandit
Prince Electro Wizard Lumberjack
Knight Wizard Prince Bandit Electro Wizard
Wizard
Knight Bandit
Freeze Bandit
Prince
Wizard Bandit
Wizard Bandit
Freeze
Wizard Prince Bandit Electro Wizard
Wizard
Prince
Wizard
Prince
Freeze Wizard
Inferno Dragon
Wizard Bandit Electro Wizard
Wizard Prince Bandit
Bandit
Wizard Electro Wizard
Electro Wizard Wizard Freeze
Wizard Bandit
Freeze Electro Wizard
Prince
Wizard
Electro Wizard Freeze Prince Bandit
Wizard Electro Wizard
Freeze
Knight Wizard Prince Electro Wizard Lumberjack
Wizard
Prince
Freeze Electro Wizard
Electro Wizard
Freeze Prince Bandit Electro Wizard

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