My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Night 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 Knight Giant Wizard Night Witch

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.

Arrows Void Poison

Punishments

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

Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Void Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Giant

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 Giant Night Witch
Giant Snowball
Bats Night Witch
Zap
Bats Night Witch
Barbarian Barrel
Knight Wizard Night Witch
The Log
Earthquake
Arrows
Bats Night Witch
Royal Delivery
Bats Knight Wizard Night Witch
Fireball
Wizard Night Witch
Poison
Bats Wizard Night Witch
Lightning
Knight Wizard Night Witch
Rocket
Wizard Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Poison

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Poison

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 Poison Night Witch

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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Knight Void Poison Night Witch Giant Wizard

Shortest cycle

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

11 Bats Arrows Knight Void

Attack Synergies 6 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.

Bats
Knight Giant
Arrows
Giant Void Knight Night Witch
Knight
Bats Arrows Wizard Poison Night Witch
Giant
Bats Arrows Poison Night Witch Wizard Void
Wizard
Knight Giant
Void
Arrows Giant Poison
Poison
Giant Knight Void Night Witch
Night Witch
Giant Arrows Knight Poison

Defense Synergies 1 6

Bats
Knight
Arrows
Knight Void
Knight
Bats Arrows Wizard Poison Night Witch
Giant
Wizard
Knight
Void
Arrows Poison
Poison
Knight Void
Night Witch
Knight

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 Wizard Void
Bats Knight Night Witch
Bats Knight Void Night Witch
Night Witch Bats Knight
Arrows Poison
Arrows Bats Night Witch
Bats Arrows Wizard Void Poison Night Witch
Arrows Void Poison
Night Witch
Knight Night Witch
Bats Poison Arrows Knight Wizard Night Witch
Arrows Bats Wizard Poison Night Witch
Night Witch Bats Knight Wizard
Wizard Bats Arrows Poison Night Witch
Knight
Wizard Bats Arrows Knight Poison Night Witch
Arrows Bats Knight Wizard Night Witch
Arrows Wizard Poison Bats Knight
Wizard Bats Arrows Knight Poison Night Witch

Counters to secondary win conditions

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

Knight Void
Void Poison Arrows Knight Wizard
Bats Knight
Bats Knight Night Witch
Knight Night Witch
Arrows Wizard Poison Bats
Bats Knight Void Night Witch
Knight
Void Bats Knight Poison
Bats Knight
Arrows Void Poison
Knight Wizard Night Witch
Wizard
Bats Knight Poison Night Witch
Bats Arrows Poison 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.)

Void Poison Arrows Knight
Arrows Void Poison
Arrows Void Poison
Arrows Knight Void Poison
Wizard Poison Arrows
Arrows Wizard Poison Bats
Arrows Wizard Poison
Arrows Poison Wizard
Arrows Void Poison Wizard
Bats Void Poison Night Witch
Void Poison Arrows Knight Wizard
Void Poison Arrows Wizard
Poison Knight Void
Arrows Void Poison
Arrows Poison
Arrows Wizard Poison
Arrows Wizard Poison
Arrows Poison
Bats Night Witch
Void Arrows Wizard Poison
Arrows Wizard Poison
Void Poison Night Witch
Arrows Wizard Void Poison
Void
Arrows Void Poison
Arrows Poison Wizard
Arrows Void Poison Wizard
Void Arrows Wizard Poison
Void Poison Arrows
Poison Bats Arrows Wizard Night Witch
Bats Wizard Void Poison
Void Night Witch
Void Poison Arrows Wizard Night Witch
Void Arrows Poison
Arrows Wizard Poison
Bats Void Night Witch
Poison Arrows Wizard
Arrows
Void Poison Knight Wizard
Arrows Wizard Poison
Void Arrows Poison
Bats Poison
Bats Void Poison
Void Poison

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