My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Battle Healer

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

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.

Bomber Wizard Golem Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Golem

Damage spells

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

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.

Fire Spirit Golem 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.

Golem 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
Bomber Skeleton Army
Giant Snowball
Fire Spirit Bomber Skeleton Army Lumberjack
Zap
Fire Spirit Bomber Skeleton Army
Barbarian Barrel
Fire Spirit Bomber Wizard Skeleton Army Electro Wizard Lumberjack
The Log
Fire Spirit Bomber Skeleton Army Lumberjack
Earthquake
Bomber Skeleton Army
Arrows
Fire Spirit Bomber Skeleton Army
Royal Delivery
Fire Spirit Bomber Wizard Skeleton Army Electro Wizard Lumberjack
Fireball
Bomber Wizard Skeleton Army Electro Wizard Lumberjack
Poison
Bomber Wizard Skeleton Army Electro Wizard
Lightning
Wizard Electro Wizard Lumberjack
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Wizard The Log

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 Skeleton Army Golem

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.

Skeleton Army

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber The Log Skeleton Army Electro Wizard Lumberjack Wizard Golem

Shortest cycle

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

8 Fire Spirit Bomber The Log Skeleton Army

Attack Synergies 1 10

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
Golem Lumberjack
Bomber
Golem Lumberjack
Wizard
Golem Lumberjack
Skeleton Army
Golem
Bomber Fire Spirit Wizard The Log Electro Wizard Lumberjack
The Log
Golem Lumberjack
Electro Wizard
Golem Lumberjack
Lumberjack
Fire Spirit Bomber Wizard Golem The Log Electro Wizard

Defense Synergies 0 14

Fire Spirit
The Log Electro Wizard
Bomber
The Log Electro Wizard
Wizard
Skeleton Army The Log Electro Wizard Lumberjack
Skeleton Army
Wizard The Log Electro Wizard Lumberjack
Golem
The Log
Fire Spirit Bomber Wizard Skeleton Army Electro Wizard Lumberjack
Electro Wizard
Fire Spirit Bomber Wizard Skeleton Army The Log Lumberjack
Lumberjack
Wizard Skeleton Army The Log 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.

Bomber Wizard The Log Electro Wizard
Skeleton Army Lumberjack Bomber The Log Electro Wizard
Skeleton Army Lumberjack Fire Spirit Bomber Electro Wizard
Skeleton Army Lumberjack Bomber Electro Wizard
Bomber Skeleton Army The Log Lumberjack
Skeleton Army The Log Fire Spirit Bomber Electro Wizard Lumberjack
Electro Wizard Fire Spirit Wizard
The Log Electro Wizard
Skeleton Army Lumberjack
Skeleton Army Fire Spirit Bomber Electro Wizard Lumberjack
Skeleton Army Electro Wizard Bomber Wizard The Log Lumberjack
Wizard Electro Wizard
Skeleton Army Lumberjack Fire Spirit Bomber Wizard The Log Electro Wizard
Fire Spirit Bomber Wizard Skeleton Army The Log Electro Wizard Lumberjack
Skeleton Army Electro Wizard Lumberjack
Skeleton Army The Log Electro Wizard Lumberjack
Wizard Bomber Skeleton Army Electro Wizard Lumberjack
Fire Spirit Bomber Wizard Skeleton Army The Log Electro Wizard Lumberjack
Wizard The Log Fire Spirit Bomber Electro Wizard Lumberjack
Electro Wizard Lumberjack
Bomber Wizard Skeleton Army Fire Spirit The Log Electro Wizard Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Electro Wizard
Electro Wizard Bomber Wizard The Log Lumberjack
Skeleton Army Lumberjack The Log Electro Wizard
Skeleton Army Lumberjack The Log Electro Wizard
Skeleton Army Lumberjack
Fire Spirit Wizard Electro Wizard
Skeleton Army Electro Wizard Lumberjack
Skeleton Army Lumberjack
Electro Wizard Skeleton Army The Log
Skeleton Army
Lumberjack
Skeleton Army The Log Electro Wizard
Skeleton Army Wizard Lumberjack
Wizard Bomber Skeleton Army
Skeleton Army Electro Wizard Bomber The Log Lumberjack
Bomber Wizard The Log 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.)

The Log
The Log Electro Wizard
The Log
The Log
Bomber Wizard Fire Spirit The Log
Wizard Fire Spirit
Fire Spirit Bomber Wizard The Log
The Log Fire Spirit Wizard
The Log Wizard
Fire Spirit Electro Wizard Lumberjack
Wizard The Log Electro Wizard
Fire Spirit Wizard
Fire Spirit The Log
The Log
Bomber Wizard The Log
Wizard The Log
Bomber
Fire Spirit Bomber Wizard The Log Electro Wizard
Fire Spirit Bomber Wizard The Log
The Log
Wizard
The Log
The Log
The Log Fire Spirit Bomber Wizard
The Log Wizard Electro Wizard
Wizard The Log
The Log
Fire Spirit Wizard Electro Wizard
Electro Wizard Wizard
Bomber Wizard The Log
Electro Wizard
Wizard The Log
Electro Wizard Fire Spirit Skeleton Army
Fire Spirit Wizard Electro Wizard
The Log
Wizard Electro Wizard Lumberjack
The Log Bomber Wizard
The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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