My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

X-Bow

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bats Knight Giant Witch X-Bow

Offensive cards

Win conditions

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

Giant X-Bow

Damage spells

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

Arrows Rage

Punishments

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

Giant X-Bow

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.

Knight Giant X-Bow

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
Skeletons Bats Giant
Giant Snowball
Skeletons Bats Witch
Zap
Skeletons Bats Witch X-Bow
Barbarian Barrel
Skeletons Knight Witch X-Bow
The Log
Skeletons Witch X-Bow
Earthquake
Skeletons Witch X-Bow
Arrows
Skeletons Bats Witch
Royal Delivery
Skeletons Bats Knight Witch
Fireball
Witch X-Bow
Poison
Bats Witch X-Bow
Lightning
Knight Witch X-Bow
Rocket
Witch X-Bow

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Knight Rage

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.

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.

Skeletons Bats Rage Arrows Knight Giant Witch X-Bow

Shortest cycle

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

8 Skeletons Bats Rage Arrows

Attack Synergies 6 6

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.

Skeletons
Bats
Knight Giant Rage X-Bow
Arrows
Giant Knight X-Bow
Knight
Bats X-Bow Arrows Witch
Giant
Bats Arrows Rage Witch
Rage
Giant Witch Bats
Witch
Rage Knight Giant
X-Bow
Knight Bats Arrows

Defense Synergies 3 6

Skeletons
X-Bow Bats Knight Witch
Bats
Knight Skeletons X-Bow
Arrows
Knight
Knight
Bats X-Bow Skeletons Arrows Witch
Giant
Rage
Witch
Skeletons Knight
X-Bow
Skeletons Knight Bats

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.

Knight X-Bow
Skeletons Bats Knight Witch X-Bow
Witch Skeletons Bats Knight
Witch Skeletons Bats Knight
Arrows X-Bow
Arrows Skeletons Bats X-Bow
Bats Arrows Witch X-Bow
Arrows X-Bow
Witch Skeletons X-Bow
Knight Skeletons
Bats Witch Skeletons Arrows Knight X-Bow
Arrows Bats Witch
Skeletons Bats Knight Witch X-Bow
Bats Arrows Witch X-Bow
Knight X-Bow
X-Bow
Skeletons Bats Arrows Knight Witch X-Bow
Arrows Bats Knight Witch X-Bow
Arrows Witch Bats Knight
Bats Arrows Knight Witch

Counters to secondary win conditions

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

Knight Skeletons Witch X-Bow
Arrows Knight X-Bow
Skeletons Bats Knight Witch
Bats Knight X-Bow
Skeletons Knight Witch
Arrows Skeletons Bats Witch
Skeletons Bats Knight Witch
Knight
Skeletons Bats Knight Witch X-Bow
Witch Skeletons
Bats Knight Witch
Arrows
Skeletons Knight Witch
Witch
Witch Skeletons Bats Knight X-Bow
Bats Arrows 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 Knight X-Bow
Arrows X-Bow
Arrows X-Bow
Arrows Knight
Arrows
Arrows Bats Witch
Arrows Witch
Arrows X-Bow
Arrows X-Bow
Bats X-Bow
Arrows Knight X-Bow
Arrows
Knight
Arrows X-Bow
Arrows X-Bow
X-Bow Arrows Witch
Arrows X-Bow
Arrows
Bats
Arrows X-Bow
Arrows Witch X-Bow
X-Bow
Arrows
X-Bow
Arrows X-Bow
Arrows Witch
Witch
Arrows X-Bow Witch
Arrows Witch X-Bow
Arrows X-Bow
Bats Arrows Witch X-Bow
Bats Witch
Arrows X-Bow
Arrows
Arrows
Bats Witch X-Bow
Arrows Witch
Arrows
Knight
Arrows
Arrows
Bats Witch
Bats Witch
Witch X-Bow

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