My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

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.

Bats Rascals Zappies Witch

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.

Bats Rascals Zappies Witch

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Arrows Freeze

Punishments

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

Wall Breakers

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.

Goblins Rascals Wall Breakers

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
Bats Wall Breakers
Giant Snowball
Goblins Bats Zappies Wall Breakers Witch
Zap
Goblins Bats Zappies Wall Breakers Witch
Barbarian Barrel
Goblins Rascals Zappies Wall Breakers Witch
The Log
Goblins Rascals Zappies Wall Breakers Witch
Earthquake
Zappies Witch
Arrows
Goblins Bats Rascals Zappies Wall Breakers Witch
Royal Delivery
Goblins Bats Rascals Zappies Wall Breakers Witch
Fireball
Rascals Zappies Wall Breakers Witch
Poison
Bats Rascals Zappies Witch
Lightning
Witch
Rocket
Rascals Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Freeze

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.

Bats Arrows Freeze

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.

Goblins Witch

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Bats Wall Breakers Arrows Zappies Freeze Rascals Witch

Shortest cycle

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

9 Goblins Bats Wall Breakers Arrows

Attack Synergies 0 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.

Goblins
Bats
Rascals Wall Breakers
Arrows
Wall Breakers Freeze
Rascals
Bats Zappies Wall Breakers
Zappies
Rascals Wall Breakers
Wall Breakers
Bats Arrows Rascals Zappies
Freeze
Arrows
Witch

Defense Synergies 0 5

Goblins
Zappies Freeze
Bats
Rascals Zappies Freeze
Arrows
Rascals
Bats
Zappies
Goblins Bats
Wall Breakers
Freeze
Goblins Bats
Witch

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.

Zappies
Goblins Bats Rascals Zappies Witch
Witch Goblins Bats Rascals Zappies Freeze
Witch Goblins Bats Rascals Zappies
Arrows
Arrows Freeze Goblins Bats Rascals Zappies
Bats Arrows Rascals Zappies Freeze Witch
Arrows Rascals
Zappies Witch Goblins Rascals
Goblins Rascals Zappies
Goblins Bats Witch Arrows Rascals Zappies Freeze
Arrows Bats Rascals Zappies Witch
Bats Rascals Zappies Freeze Witch
Goblins Bats Arrows Rascals Zappies Freeze Witch
Rascals Zappies
Rascals Zappies Freeze
Goblins Bats Arrows Rascals Zappies Witch
Arrows Goblins Bats Rascals Zappies Witch
Arrows Freeze Witch Bats Rascals Zappies
Zappies
Rascals Goblins Bats Arrows Zappies Witch

Counters to secondary win conditions

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

Rascals Goblins Zappies Witch
Arrows
Zappies Goblins Bats Rascals Witch
Bats Rascals Zappies
Rascals Zappies Witch
Arrows Bats Rascals Zappies Freeze Witch
Rascals Goblins Bats Zappies Witch
Rascals Zappies
Freeze Goblins Bats Zappies Witch
Witch Zappies
Bats Rascals Zappies Witch
Arrows
Rascals Zappies Witch
Rascals Zappies Witch
Rascals Zappies Witch Goblins Bats Freeze
Bats Arrows Rascals Zappies Freeze Witch

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.)

Arrows Rascals Freeze
Arrows
Arrows
Arrows Rascals Freeze
Arrows
Arrows Bats Freeze Witch
Arrows Witch
Arrows Freeze
Arrows
Goblins Bats
Arrows
Arrows
Arrows Freeze
Arrows
Arrows Witch
Arrows
Arrows Freeze
Bats
Arrows
Arrows Witch
Arrows
Arrows
Arrows Freeze Witch
Witch
Arrows Witch
Arrows Witch
Arrows
Bats Arrows Witch
Bats Zappies Freeze Witch
Arrows
Arrows Zappies Freeze
Arrows
Bats Zappies Freeze Witch
Arrows Zappies Witch
Freeze
Arrows
Rascals
Arrows
Arrows
Bats Rascals Zappies Freeze Witch
Bats Zappies Witch
Freeze Witch

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