My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Fire Spirit Witch Goblin Giant

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.

Battle Ram Witch Bowler Goblin Giant

Offensive cards

Win conditions

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

Battle Ram Goblin Giant

Damage spells

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

Giant Snowball Arrows

Punishments

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

Battle Ram Goblin Giant

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.

Electro Spirit Fire Spirit Battle Ram Goblin Giant

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 Spirit

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
Battle Ram
Giant Snowball
Fire Spirit Battle Ram Witch
Zap
Fire Spirit Battle Ram Witch Goblin Giant
Barbarian Barrel
Electro Spirit Fire Spirit Battle Ram Witch
The Log
Electro Spirit Fire Spirit Battle Ram Witch
Earthquake
Witch
Arrows
Electro Spirit Fire Spirit Witch
Royal Delivery
Electro Spirit Fire Spirit Battle Ram Witch Bowler
Fireball
Battle Ram Witch Bowler
Poison
Witch
Lightning
Battle Ram Witch Bowler
Rocket
Witch Bowler

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Giant Snowball Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Giant Snowball Arrows Bowler

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.

Electro Spirit Fire Spirit Arrows Battle Ram Bowler

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.

Fire Spirit 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.

Electro Spirit Fire Spirit Giant Snowball Arrows Battle Ram Witch Bowler Goblin Giant

Shortest cycle

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

7 Electro Spirit Fire Spirit Giant Snowball Arrows

Attack Synergies 1 17

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.

Electro Spirit
Giant Snowball Battle Ram Bowler Goblin Giant
Fire Spirit
Giant Snowball Battle Ram Bowler Goblin Giant
Giant Snowball
Battle Ram Electro Spirit Fire Spirit Witch Bowler Goblin Giant
Arrows
Battle Ram Bowler Goblin Giant
Battle Ram
Giant Snowball Electro Spirit Fire Spirit Arrows Witch
Witch
Giant Snowball Battle Ram Bowler Goblin Giant
Bowler
Electro Spirit Fire Spirit Giant Snowball Arrows Witch
Goblin Giant
Electro Spirit Fire Spirit Giant Snowball Arrows Witch

Defense Synergies 0 7

Electro Spirit
Giant Snowball
Fire Spirit
Giant Snowball
Giant Snowball
Electro Spirit Fire Spirit Witch Bowler Goblin Giant
Arrows
Bowler
Battle Ram
Witch
Giant Snowball Bowler
Bowler
Giant Snowball Arrows Witch
Goblin Giant
Giant Snowball

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.

Bowler Goblin Giant
Witch
Witch Bowler Fire Spirit Giant Snowball
Witch Bowler
Arrows Bowler
Arrows Bowler Electro Spirit Fire Spirit Giant Snowball
Giant Snowball Electro Spirit Fire Spirit Arrows Witch
Bowler Electro Spirit Arrows Goblin Giant
Witch
Fire Spirit Giant Snowball Bowler
Witch Electro Spirit Giant Snowball Arrows Bowler Goblin Giant
Arrows Giant Snowball Witch
Bowler Fire Spirit Giant Snowball Witch
Fire Spirit Bowler Electro Spirit Giant Snowball Arrows Witch
Giant Snowball Bowler
Arrows Witch Bowler
Fire Spirit Arrows Electro Spirit Giant Snowball Witch Bowler
Giant Snowball Arrows Witch Electro Spirit Fire Spirit Bowler
Bowler Electro Spirit Fire Spirit Giant Snowball Arrows Witch Goblin Giant

Counters to secondary win conditions

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

Giant Snowball Witch Bowler
Giant Snowball Arrows Bowler
Witch Bowler Goblin Giant
Bowler Goblin Giant
Witch Bowler Goblin Giant
Fire Spirit Arrows Electro Spirit Giant Snowball Witch Goblin Giant
Witch Bowler Goblin Giant
Goblin Giant
Electro Spirit Giant Snowball Witch
Witch Goblin Giant
Witch Bowler
Giant Snowball Arrows Bowler Goblin Giant
Bowler Witch Goblin Giant
Witch Bowler
Witch Electro Spirit Bowler Goblin Giant
Arrows Bowler Electro Spirit Giant Snowball 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
Arrows Giant Snowball Bowler
Arrows Goblin Giant
Arrows
Fire Spirit Giant Snowball Arrows Bowler
Arrows Electro Spirit Fire Spirit Giant Snowball Witch Goblin Giant
Fire Spirit Arrows Witch Bowler
Arrows Fire Spirit Giant Snowball Bowler
Arrows Giant Snowball
Fire Spirit Giant Snowball Bowler
Arrows Bowler
Fire Spirit Giant Snowball Arrows
Fire Spirit Giant Snowball Bowler
Arrows
Giant Snowball Arrows
Giant Snowball Arrows Witch Bowler
Arrows Bowler
Giant Snowball Arrows
Fire Spirit Giant Snowball Arrows Bowler
Fire Spirit Giant Snowball Arrows Witch Bowler
Bowler
Giant Snowball Arrows
Bowler
Giant Snowball Arrows
Giant Snowball Arrows Electro Spirit Fire Spirit Witch Bowler
Witch
Arrows Giant Snowball Witch Bowler
Giant Snowball Arrows Witch Bowler
Arrows
Fire Spirit Giant Snowball Arrows Witch
Electro Spirit Giant Snowball Witch
Giant Snowball Bowler
Giant Snowball Arrows
Electro Spirit Giant Snowball Arrows
Giant Snowball Arrows Bowler
Electro Spirit Fire Spirit Witch
Fire Spirit Giant Snowball Arrows Witch
Arrows
Bowler
Arrows Giant Snowball Bowler
Giant Snowball Arrows
Electro Spirit Giant Snowball Witch Bowler
Giant Snowball Witch
Giant Snowball Witch Bowler Goblin Giant

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