My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Fisherman

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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

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.

Royal Giant Wizard Dark Prince Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Royal Giant Wall Breakers

Damage spells

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

Fireball

Punishments

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

Royal Giant Wall Breakers Dark Prince 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.

Royal Giant Wall Breakers Dark Prince 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard 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 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.

Royal Giant 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.

Fireball 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.

Wall Breakers Guards Fireball Dark Prince Electro Wizard Lumberjack Wizard Royal Giant

Shortest cycle

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

13 Wall Breakers Guards Fireball Dark Prince

Attack Synergies 1 15

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.

Royal Giant
Fireball Wizard Guards Dark Prince Electro Wizard Lumberjack
Fireball
Royal Giant Wall Breakers Dark Prince Electro Wizard
Wizard
Royal Giant Dark Prince Lumberjack
Wall Breakers
Fireball Electro Wizard
Guards
Royal Giant Lumberjack
Dark Prince
Royal Giant Fireball Wizard Electro Wizard Lumberjack
Electro Wizard
Royal Giant Fireball Wall Breakers Dark Prince Lumberjack
Lumberjack
Royal Giant Wizard Guards Dark Prince Electro Wizard

Defense Synergies 0 11

Royal Giant
Fireball
Dark Prince Electro Wizard Lumberjack
Wizard
Guards Dark Prince Electro Wizard Lumberjack
Wall Breakers
Guards
Wizard Electro Wizard Lumberjack
Dark Prince
Fireball Wizard Electro Wizard
Electro Wizard
Fireball Wizard Guards Dark Prince Lumberjack
Lumberjack
Fireball Wizard Guards 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.

Fireball Wizard Electro Wizard
Lumberjack Dark Prince Electro Wizard
Lumberjack Dark Prince Electro Wizard
Lumberjack Guards Dark Prince Electro Wizard
Fireball Dark Prince Lumberjack
Fireball Guards Dark Prince Electro Wizard Lumberjack
Electro Wizard Fireball Wizard
Fireball Electro Wizard
Lumberjack
Guards Dark Prince Electro Wizard Lumberjack
Guards Electro Wizard Fireball Wizard Dark Prince Lumberjack
Fireball Wizard Electro Wizard
Lumberjack Fireball Wizard Guards Dark Prince Electro Wizard
Fireball Wizard Guards Dark Prince Electro Wizard Lumberjack
Electro Wizard Lumberjack
Fireball Electro Wizard Lumberjack
Wizard Fireball Dark Prince Electro Wizard Lumberjack
Fireball Wizard Guards Dark Prince Electro Wizard Lumberjack
Wizard Fireball Guards Dark Prince Electro Wizard Lumberjack
Electro Wizard Lumberjack
Wizard Dark Prince Fireball Guards Electro Wizard Lumberjack

Counters to secondary win conditions

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

Guards Lumberjack Fireball Dark Prince Electro Wizard
Fireball Electro Wizard Wizard Lumberjack
Guards Lumberjack Dark Prince Electro Wizard
Guards Dark Prince Lumberjack Fireball Electro Wizard
Guards Dark Prince Lumberjack
Fireball Wizard Electro Wizard
Guards Dark Prince Fireball Electro Wizard Lumberjack
Dark Prince Lumberjack
Electro Wizard Fireball Dark Prince
Guards
Guards Dark Prince Lumberjack
Fireball Guards Dark Prince Electro Wizard
Dark Prince Fireball Wizard Guards Lumberjack
Wizard Fireball
Guards Electro Wizard Fireball Dark Prince Lumberjack
Fireball Wizard Dark Prince 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 Guards
Fireball Electro Wizard
Fireball
Fireball Guards Dark Prince
Fireball Wizard Dark Prince
Fireball Wizard
Wizard
Fireball Wizard
Fireball Wizard
Fireball Guards Electro Wizard Lumberjack
Fireball Wizard Dark Prince Electro Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard Dark Prince Electro Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball
Fireball Wizard Dark Prince
Fireball Wizard Electro Wizard
Fireball Wizard
Fireball
Fireball Wizard Electro Wizard
Electro Wizard Fireball Wizard Guards
Fireball
Fireball Wizard
Fireball Electro Wizard
Fireball Wizard
Electro Wizard Fireball Guards Dark Prince
Fireball Wizard Electro Wizard
Fireball
Fireball Wizard Dark Prince Electro Wizard Lumberjack
Fireball Wizard
Fireball
Dark Prince
Fireball Guards Electro Wizard
Fireball Electro Wizard
Fireball Dark Prince Electro Wizard

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