My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Tesla Magic Archer

Defensive buildings

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

Tesla

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Ice Spirit Tesla P.E.K.K.A Magic Archer 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.

Arrows The Log

Punishments

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

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.

Ice Spirit P.E.K.K.A Magic Archer 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.

Magic Archer 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
Skeletons
Giant Snowball
Skeletons Lumberjack
Zap
Skeletons
Barbarian Barrel
Skeletons Ice Spirit Tesla Magic Archer Lumberjack
The Log
Skeletons Ice Spirit Lumberjack
Earthquake
Skeletons Tesla
Arrows
Skeletons Ice Spirit
Royal Delivery
Skeletons Ice Spirit P.E.K.K.A Magic Archer Lumberjack
Fireball
Tesla Magic Archer Lumberjack
Poison
Magic Archer
Lightning
Tesla Magic Archer Lumberjack
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows The Log Magic Archer

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.

Ice Spirit Arrows P.E.K.K.A

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.

Ice Spirit

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.

Skeletons Ice Spirit The Log Arrows Tesla Magic Archer Lumberjack P.E.K.K.A

Shortest cycle

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

7 Skeletons Ice Spirit The Log Arrows

Attack Synergies 3 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.

Skeletons
Ice Spirit
P.E.K.K.A Lumberjack
Arrows
P.E.K.K.A Lumberjack
Tesla
P.E.K.K.A
Ice Spirit Arrows Magic Archer The Log Lumberjack
The Log
P.E.K.K.A Magic Archer Lumberjack
Magic Archer
P.E.K.K.A The Log Lumberjack
Lumberjack
Ice Spirit Arrows P.E.K.K.A The Log Magic Archer

Defense Synergies 3 17

Skeletons
Tesla Ice Spirit P.E.K.K.A The Log Magic Archer Lumberjack
Ice Spirit
Skeletons Tesla P.E.K.K.A The Log Magic Archer Lumberjack
Arrows
Tesla P.E.K.K.A Lumberjack
Tesla
Skeletons The Log Ice Spirit Arrows Magic Archer
P.E.K.K.A
The Log Skeletons Ice Spirit Arrows
The Log
Tesla P.E.K.K.A Skeletons Ice Spirit Magic Archer Lumberjack
Magic Archer
Skeletons Ice Spirit Tesla The Log Lumberjack
Lumberjack
Skeletons Ice Spirit Arrows The Log Magic Archer

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.

Tesla The Log Magic Archer
P.E.K.K.A Lumberjack Skeletons Ice Spirit Tesla The Log
Tesla P.E.K.K.A Lumberjack Skeletons
Tesla P.E.K.K.A Lumberjack Skeletons
Arrows P.E.K.K.A The Log Lumberjack
Arrows The Log Skeletons Tesla Magic Archer Lumberjack
Tesla Ice Spirit Arrows Magic Archer
Arrows Tesla P.E.K.K.A The Log Magic Archer
Tesla P.E.K.K.A Skeletons Lumberjack
Skeletons Ice Spirit Tesla Lumberjack
Skeletons Arrows Tesla The Log Magic Archer Lumberjack
Arrows Tesla Magic Archer
Tesla P.E.K.K.A Lumberjack Skeletons Ice Spirit The Log
Ice Spirit Arrows Tesla P.E.K.K.A The Log Magic Archer Lumberjack
P.E.K.K.A Tesla Lumberjack
Ice Spirit Tesla P.E.K.K.A The Log Lumberjack
Tesla Skeletons Arrows P.E.K.K.A Lumberjack
Ice Spirit Arrows Tesla The Log Magic Archer Lumberjack
Arrows The Log Ice Spirit Tesla Magic Archer Lumberjack
P.E.K.K.A Tesla Lumberjack
Arrows Tesla P.E.K.K.A The Log Lumberjack

Counters to secondary win conditions

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

Lumberjack Skeletons Tesla P.E.K.K.A
Arrows Tesla The Log Magic Archer Lumberjack
P.E.K.K.A Lumberjack Skeletons Ice Spirit The Log
P.E.K.K.A Lumberjack Tesla The Log
P.E.K.K.A Skeletons Tesla Lumberjack
Arrows Skeletons Ice Spirit Tesla Magic Archer
P.E.K.K.A Skeletons Tesla Lumberjack
P.E.K.K.A Tesla Lumberjack
P.E.K.K.A Skeletons Ice Spirit The Log Magic Archer
P.E.K.K.A Skeletons Tesla
P.E.K.K.A Tesla Lumberjack
P.E.K.K.A Arrows The Log
P.E.K.K.A Skeletons Tesla Lumberjack
Tesla Magic Archer
Tesla Skeletons Ice Spirit P.E.K.K.A The Log Magic Archer Lumberjack
Arrows Tesla P.E.K.K.A The Log Magic Archer

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.)

Magic Archer Arrows The Log
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Arrows The Log
Arrows The Log Magic Archer
Arrows Ice Spirit Magic Archer
Arrows The Log Magic Archer
Arrows The Log Ice Spirit Magic Archer
Arrows The Log
Lumberjack
Arrows The Log Magic Archer
Arrows Magic Archer
The Log Magic Archer
Arrows Magic Archer
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Magic Archer Arrows The Log
Arrows
Arrows The Log Magic Archer
Arrows The Log Magic Archer
The Log Magic Archer
Arrows
The Log
Arrows The Log
Arrows The Log Ice Spirit Magic Archer
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Arrows The Log Magic Archer
Arrows Magic Archer
Ice Spirit
Arrows The Log Magic Archer
Ice Spirit Arrows Magic Archer
P.E.K.K.A
Arrows The Log Magic Archer
Ice Spirit Magic Archer
Arrows Magic Archer
Arrows The Log
Magic Archer Lumberjack
Arrows The Log Magic Archer
Arrows
P.E.K.K.A
Ice Spirit The Log Magic Archer
Magic Archer
The Log Magic Archer

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