My Best Clash Royale Deck

Deck Check Rating

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

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 Baby Dragon Witch Magic Archer

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 Baby Dragon Dark Prince Witch Electro Giant Magic Archer

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows

Punishments

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

Dark Prince

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.

Barbarians Baby Dragon Dark Prince Electro Giant Magic Archer

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 Magic Archer

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 Dark Prince
Giant Snowball
Bats Barbarians Baby Dragon Witch
Zap
Bats Dark Prince Witch
Barbarian Barrel
Barbarians Dark Prince Witch Magic Archer
The Log
Barbarians Dark Prince Witch
Earthquake
Barbarians Witch
Arrows
Bats Witch
Royal Delivery
Bats Barbarians Baby Dragon Dark Prince Witch Magic Archer
Fireball
Barbarians Baby Dragon Witch Magic Archer
Poison
Bats Barbarians Witch Magic Archer
Lightning
Baby Dragon Dark Prince Witch Magic Archer
Rocket
Barbarians Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Arrows Baby Dragon Witch Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Baby Dragon Dark Prince Electro Giant Magic Archer

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 Baby Dragon Dark Prince Electro Giant

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.

Barbarians 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Baby Dragon Dark Prince Magic Archer Barbarians Witch Electro Giant

Shortest cycle

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

13 Bats Arrows Baby Dragon Dark Prince

Attack Synergies 1 8

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.

Bats
Baby Dragon Dark Prince
Arrows
Dark Prince
Barbarians
Baby Dragon
Bats Dark Prince Witch Electro Giant
Dark Prince
Electro Giant Bats Arrows Baby Dragon Witch Magic Archer
Witch
Baby Dragon Dark Prince
Electro Giant
Dark Prince Baby Dragon
Magic Archer
Dark Prince

Defense Synergies 0 8

Bats
Baby Dragon Dark Prince
Arrows
Barbarians Dark Prince
Barbarians
Arrows
Baby Dragon
Bats Dark Prince Witch
Dark Prince
Bats Arrows Baby Dragon Witch Magic Archer
Witch
Baby Dragon Dark Prince
Electro Giant
Magic Archer
Dark Prince

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.

Baby Dragon Magic Archer
Barbarians Bats Dark Prince Witch
Barbarians Witch Bats Dark Prince
Barbarians Witch Bats Dark Prince
Arrows Barbarians Dark Prince
Arrows Bats Baby Dragon Dark Prince Magic Archer
Bats Arrows Baby Dragon Witch Magic Archer
Arrows Barbarians Baby Dragon Electro Giant Magic Archer
Barbarians Witch
Barbarians Dark Prince
Bats Barbarians Witch Arrows Baby Dragon Dark Prince Electro Giant Magic Archer
Arrows Bats Baby Dragon Witch Magic Archer
Barbarians Bats Dark Prince Witch
Bats Arrows Barbarians Baby Dragon Dark Prince Witch Magic Archer
Barbarians
Barbarians Electro Giant
Barbarians Bats Arrows Dark Prince Witch
Arrows Bats Barbarians Baby Dragon Dark Prince Witch Magic Archer
Arrows Baby Dragon Witch Bats Barbarians Dark Prince Magic Archer
Barbarians
Dark Prince Bats Arrows Barbarians Baby Dragon Witch Electro Giant

Counters to secondary win conditions

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

Barbarians Dark Prince Witch Electro Giant
Arrows Baby Dragon Magic Archer
Barbarians Bats Dark Prince Witch
Dark Prince Bats Barbarians
Barbarians Dark Prince Witch
Arrows Electro Giant Bats Baby Dragon Witch Magic Archer
Dark Prince Bats Barbarians Witch
Barbarians Dark Prince
Bats Barbarians Baby Dragon Dark Prince Witch Magic Archer
Witch Barbarians
Bats Barbarians Dark Prince Witch
Arrows Barbarians Dark Prince Electro Giant
Barbarians Dark Prince Witch
Barbarians Baby Dragon Witch Electro Giant Magic Archer
Barbarians Witch Electro Giant Bats Baby Dragon Dark Prince Magic Archer
Bats Arrows Barbarians Baby Dragon Dark Prince Witch Electro Giant Magic Archer

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.)

Magic Archer Arrows Baby Dragon
Arrows Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Barbarians Dark Prince
Arrows Baby Dragon Dark Prince Magic Archer
Arrows Electro Giant Bats Baby Dragon Witch Magic Archer
Arrows Baby Dragon Witch Magic Archer
Arrows Baby Dragon Magic Archer
Arrows
Bats
Arrows Dark Prince Magic Archer
Arrows Baby Dragon Magic Archer
Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Baby Dragon Witch Magic Archer
Magic Archer Arrows Baby Dragon
Arrows
Bats
Arrows Baby Dragon Dark Prince Magic Archer
Arrows Baby Dragon Witch Electro Giant Magic Archer
Baby Dragon Magic Archer
Arrows
Arrows Barbarians Baby Dragon
Arrows Electro Giant Baby Dragon Dark Prince Witch Magic Archer
Witch
Arrows Baby Dragon Witch Magic Archer
Arrows Baby Dragon Witch Magic Archer
Arrows Baby Dragon Magic Archer
Bats Arrows Baby Dragon Witch Electro Giant Magic Archer
Bats Witch Electro Giant
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Bats Barbarians Dark Prince Witch Magic Archer
Arrows Baby Dragon Witch Magic Archer
Arrows
Baby Dragon Dark Prince Magic Archer
Arrows Baby Dragon Magic Archer
Arrows Electro Giant
Dark Prince
Electro Giant Bats Baby Dragon Witch Magic Archer
Bats Witch Magic Archer
Baby Dragon Dark Prince Witch Electro Giant Magic Archer

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