My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Fisherman Electro Wizard

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.

Minions Wizard Hunter 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.

Giant Wizard Hunter Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Giant

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.

Giant 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.

Giant 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.

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
Minions Giant Skeleton Army
Giant Snowball
Minions Skeleton Army Lumberjack
Zap
Minions Skeleton Army
Barbarian Barrel
Wizard Skeleton Army Hunter Electro Wizard Lumberjack
The Log
Skeleton Army Hunter Lumberjack
Earthquake
Skeleton Army
Arrows
Minions Skeleton Army
Royal Delivery
Minions Wizard Skeleton Army Hunter Electro Wizard Lumberjack
Fireball
Minions Wizard Skeleton Army Hunter Electro Wizard Lumberjack
Poison
Minions Wizard Skeleton Army Hunter Electro Wizard
Lightning
Wizard Hunter Electro Wizard Lumberjack
Rocket
Wizard Hunter

Against air swarms

Spells and units that can counter air swarms.

Wizard Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Hunter 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.

Skeleton Army

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.

Minions 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.

The Log Minions Skeleton Army Hunter Electro Wizard Lumberjack Giant Wizard

Shortest cycle

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

12 The Log Minions Skeleton Army Hunter

Attack Synergies 2 9

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.

Minions
Giant Lumberjack
Giant
Minions Hunter Wizard The Log Electro Wizard Lumberjack
Wizard
Giant Lumberjack
Skeleton Army
Hunter
Giant Lumberjack
The Log
Giant Lumberjack
Electro Wizard
Giant Lumberjack
Lumberjack
Minions Giant Wizard Hunter The Log Electro Wizard

Defense Synergies 0 17

Minions
Hunter The Log Electro Wizard Lumberjack
Giant
Wizard
Skeleton Army The Log Electro Wizard Lumberjack
Skeleton Army
Wizard The Log Electro Wizard Lumberjack
Hunter
Minions The Log Electro Wizard Lumberjack
The Log
Minions Wizard Skeleton Army Hunter Electro Wizard Lumberjack
Electro Wizard
Minions Wizard Skeleton Army Hunter The Log Lumberjack
Lumberjack
Minions Wizard Skeleton Army Hunter 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.

Minions Wizard The Log Electro Wizard
Skeleton Army Hunter Lumberjack Minions The Log Electro Wizard
Skeleton Army Hunter Lumberjack Minions Electro Wizard
Skeleton Army Hunter Lumberjack Minions Electro Wizard
Skeleton Army The Log Lumberjack
Skeleton Army The Log Minions Hunter Electro Wizard Lumberjack
Minions Hunter Electro Wizard Wizard
The Log Electro Wizard
Hunter Minions Skeleton Army Lumberjack
Skeleton Army Hunter Electro Wizard Lumberjack
Minions Skeleton Army Electro Wizard Wizard Hunter The Log Lumberjack
Minions Hunter Wizard Electro Wizard
Skeleton Army Hunter Lumberjack Minions Wizard The Log Electro Wizard
Wizard Skeleton Army Minions Hunter The Log Electro Wizard Lumberjack
Skeleton Army Hunter Electro Wizard Lumberjack
Skeleton Army Hunter The Log Electro Wizard Lumberjack
Wizard Minions Skeleton Army Hunter Electro Wizard Lumberjack
Minions Wizard Skeleton Army Hunter The Log Electro Wizard Lumberjack
Wizard Hunter The Log Minions Electro Wizard Lumberjack
Hunter Electro Wizard Lumberjack
Wizard Skeleton Army Minions Hunter 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 Wizard Hunter The Log Lumberjack
Skeleton Army Lumberjack Minions Hunter The Log Electro Wizard
Skeleton Army Hunter Lumberjack The Log Electro Wizard
Skeleton Army Hunter Lumberjack
Wizard Minions Hunter Electro Wizard
Skeleton Army Minions Hunter Electro Wizard Lumberjack
Skeleton Army Hunter Lumberjack
Electro Wizard Minions Skeleton Army The Log
Skeleton Army
Minions Hunter Lumberjack
Skeleton Army The Log Electro Wizard
Skeleton Army Wizard Hunter Lumberjack
Wizard Skeleton Army
Skeleton Army Electro Wizard Minions Hunter The Log Lumberjack
Minions Wizard Hunter 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
Wizard The Log
Wizard Minions Hunter
Wizard The Log
The Log Wizard Hunter
The Log Wizard
Minions Electro Wizard Lumberjack
Wizard The Log Electro Wizard
Wizard
Hunter The Log
Minions
The Log
Wizard Hunter The Log
Wizard The Log
Minions
Wizard Hunter The Log Electro Wizard
Wizard The Log
Minions The Log
Wizard
The Log
The Log
The Log Wizard Hunter
The Log Wizard Hunter Electro Wizard
Wizard The Log
The Log
Wizard Hunter Electro Wizard
Electro Wizard Minions Wizard
Wizard Hunter The Log
Electro Wizard
Wizard The Log
Electro Wizard Minions Skeleton Army
Wizard Hunter Electro Wizard
The Log
Wizard Hunter Electro Wizard Lumberjack
The Log Wizard
Minions The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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