My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Missing

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.

Dark Prince Balloon Lumberjack

Offensive cards

Win conditions

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

Wall Breakers Balloon

Damage spells

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

Tornado

Punishments

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

Elite Barbarians Wall Breakers Dark Prince Balloon 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.

Elite Barbarians Wall Breakers Dark Prince Balloon 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.

Elite Barbarians Dark Prince Balloon 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
Elite Barbarians Wall Breakers Guards Dark Prince Balloon
Giant Snowball
Wall Breakers Guards Balloon Lumberjack
Zap
Wall Breakers Guards Dark Prince Balloon
Barbarian Barrel
Elite Barbarians Wall Breakers Guards Dark Prince Lumberjack
The Log
Elite Barbarians Wall Breakers Guards Dark Prince Lumberjack
Earthquake
Guards
Arrows
Wall Breakers Guards
Royal Delivery
Elite Barbarians Wall Breakers Guards Dark Prince Balloon Lumberjack
Fireball
Elite Barbarians Wall Breakers Balloon Lumberjack
Poison
Guards Balloon
Lightning
Elite Barbarians Dark Prince Balloon Lumberjack
Rocket
Elite Barbarians Balloon

Against air swarms

Spells and units that can counter air swarms.

Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Dark Prince

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.

Guards Tornado Dark Prince

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.

Elite Barbarians

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.

Mirror Wall Breakers Guards Tornado Dark Prince Lumberjack Balloon Elite Barbarians

Shortest cycle

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

8 Mirror Wall Breakers Guards Tornado

Attack Synergies 1 11

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.

Elite Barbarians
Lumberjack
Mirror
Wall Breakers Tornado Balloon Lumberjack
Wall Breakers
Mirror Balloon
Guards
Lumberjack
Tornado
Mirror Dark Prince Balloon
Dark Prince
Tornado Balloon Lumberjack
Balloon
Lumberjack Mirror Wall Breakers Tornado Dark Prince
Lumberjack
Balloon Elite Barbarians Mirror Guards Dark Prince

Defense Synergies 2 3

Elite Barbarians
Dark Prince
Mirror
Tornado Lumberjack
Wall Breakers
Guards
Lumberjack
Tornado
Mirror Dark Prince
Dark Prince
Elite Barbarians Tornado
Balloon
Lumberjack
Mirror Guards

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.

Elite Barbarians Lumberjack Dark Prince
Tornado Lumberjack Elite Barbarians Dark Prince
Elite Barbarians Lumberjack Guards Dark Prince
Elite Barbarians Tornado Dark Prince Lumberjack
Tornado Guards Dark Prince Lumberjack
Tornado
Elite Barbarians Tornado Lumberjack
Elite Barbarians Guards Tornado Dark Prince Lumberjack
Guards Tornado Dark Prince Lumberjack
Tornado
Lumberjack Elite Barbarians Guards Dark Prince
Guards Tornado Dark Prince Lumberjack
Elite Barbarians Lumberjack
Tornado Elite Barbarians Lumberjack
Elite Barbarians Tornado Dark Prince Lumberjack
Elite Barbarians Guards Tornado Dark Prince Lumberjack
Tornado Guards Dark Prince Lumberjack
Elite Barbarians Tornado Lumberjack
Dark Prince Elite Barbarians Guards Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Elite Barbarians Dark Prince
Elite Barbarians Lumberjack
Guards Lumberjack Elite Barbarians Dark Prince
Guards Dark Prince Lumberjack Elite Barbarians Tornado
Elite Barbarians Guards Dark Prince Lumberjack
Tornado
Guards Dark Prince Elite Barbarians Lumberjack
Elite Barbarians Dark Prince Lumberjack
Elite Barbarians Tornado Dark Prince
Guards
Elite Barbarians Guards Dark Prince Lumberjack
Elite Barbarians Guards Tornado Dark Prince
Elite Barbarians Dark Prince Guards Lumberjack
Elite Barbarians Guards Tornado Dark Prince Lumberjack
Elite Barbarians Dark Prince

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.)

Guards
Tornado
Guards Dark Prince
Dark Prince
Tornado
Tornado
Tornado
Tornado
Elite Barbarians Guards Tornado Lumberjack
Tornado Dark Prince
Tornado
Elite Barbarians
Elite Barbarians
Tornado
Dark Prince
Tornado
Tornado
Tornado
Tornado Dark Prince
Tornado
Tornado
Tornado
Elite Barbarians Tornado
Guards
Elite Barbarians
Guards Dark Prince
Tornado
Dark Prince Lumberjack
Tornado
Elite Barbarians Dark Prince
Elite Barbarians Guards Tornado
Tornado
Tornado Dark Prince

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