My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Electro Dragon 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.

Prince Electro Dragon Golem Night Witch Monk

Offensive cards

Win conditions

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

Golem

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.

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 Prince Golem

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 Dragon Golem Monk

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
Prince Night Witch
Giant Snowball
Barbarians Electro Dragon Night Witch
Zap
Prince Night Witch
Barbarian Barrel
Barbarians Night Witch
The Log
Barbarians Prince
Earthquake
Barbarians
Arrows
Night Witch
Royal Delivery
Barbarians Prince Electro Dragon Night Witch
Fireball
Barbarians Electro Dragon Night Witch
Poison
Barbarians Electro Dragon Night Witch
Lightning
Prince Electro Dragon Night Witch Monk
Rocket
Barbarians Prince Electro Dragon Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Dragon

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.

Arrows Rage Prince Golem 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.

Barbarians

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Night Witch Barbarians Prince Electro Dragon Monk Golem

Shortest cycle

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

14 Rage Arrows Night Witch Barbarians

Attack Synergies 3 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.

Arrows
Golem Prince Night Witch
Barbarians
Rage
Prince Electro Dragon Night Witch
Prince
Arrows Rage Golem
Electro Dragon
Golem Rage
Golem
Arrows Electro Dragon Night Witch Prince
Night Witch
Golem Arrows Rage Monk
Monk
Night Witch

Defense Synergies 0 3

Arrows
Barbarians Prince Monk
Barbarians
Arrows
Rage
Prince
Arrows
Electro Dragon
Golem
Night Witch
Monk
Arrows

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.

Electro Dragon
Barbarians Prince Electro Dragon Night Witch Monk
Barbarians Prince Electro Dragon Night Witch
Barbarians Prince Night Witch Electro Dragon Monk
Arrows Barbarians Prince Monk
Arrows Electro Dragon Night Witch
Arrows Electro Dragon Night Witch
Arrows Barbarians Electro Dragon Monk
Barbarians Prince Night Witch
Barbarians Prince Night Witch
Barbarians Arrows Electro Dragon Night Witch
Arrows Electro Dragon Night Witch
Barbarians Prince Night Witch Electro Dragon
Arrows Barbarians Prince Electro Dragon Night Witch
Barbarians Prince
Barbarians Monk Prince
Barbarians Arrows Prince Electro Dragon Night Witch
Arrows Barbarians Prince Electro Dragon Night Witch
Arrows Barbarians Electro Dragon
Barbarians Prince
Arrows Barbarians Prince Electro Dragon Night Witch

Counters to secondary win conditions

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

Barbarians Prince
Arrows Prince Electro Dragon Monk
Barbarians Prince Electro Dragon
Prince Barbarians Night Witch Monk
Barbarians Prince Night Witch
Arrows Electro Dragon Monk
Prince Barbarians Night Witch
Barbarians Prince
Electro Dragon Barbarians Prince Monk
Barbarians
Barbarians Prince Electro Dragon
Monk Arrows Barbarians Prince
Barbarians Prince Night Witch
Barbarians Electro Dragon
Barbarians Electro Dragon Prince Night Witch Monk
Arrows Barbarians Electro Dragon

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 Electro Dragon Monk
Arrows Monk Electro Dragon
Arrows Electro Dragon
Arrows Barbarians Prince
Arrows
Arrows Electro Dragon Monk
Arrows
Arrows Electro Dragon
Arrows Monk Electro Dragon
Prince Electro Dragon Night Witch
Monk Arrows Prince Electro Dragon
Monk Arrows Electro Dragon
Arrows Electro Dragon Monk
Arrows Prince
Arrows Electro Dragon
Arrows Electro Dragon
Monk Arrows
Night Witch
Arrows Prince Electro Dragon Monk
Arrows Electro Dragon Monk
Prince Night Witch Monk
Arrows
Prince Monk
Arrows Barbarians Electro Dragon Monk
Arrows Electro Dragon
Arrows Electro Dragon Monk
Arrows Prince Electro Dragon Monk
Arrows
Arrows Electro Dragon Night Witch
Electro Dragon
Night Witch
Arrows Electro Dragon Night Witch
Arrows Electro Dragon Monk
Prince
Arrows Monk
Barbarians Prince Electro Dragon Night Witch
Arrows Electro Dragon Monk
Arrows
Prince Electro Dragon
Arrows Electro Dragon
Monk Arrows
Prince Electro Dragon
Electro Dragon
Electro Dragon
Electro Dragon Prince Monk

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