My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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.

Minions Magic Archer 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.

Knight Magic Archer Night Witch Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Lightning

Punishments

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

Mega Knight

Pump responses

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

Lightning

Dropped at the bridge

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

Electro Spirit Knight Magic Archer Mega Knight

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 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
Minions Night Witch
Giant Snowball
Minions Night Witch
Zap
Minions Night Witch
Barbarian Barrel
Electro Spirit Knight Magic Archer Night Witch
The Log
Electro Spirit
Earthquake
Arrows
Electro Spirit Minions Night Witch
Royal Delivery
Electro Spirit Knight Minions Magic Archer Night Witch
Fireball
Minions Magic Archer Night Witch
Poison
Minions Magic Archer Night Witch
Lightning
Knight Magic Archer Night Witch
Rocket
Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Magic Archer Mega Knight

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.

Electro Spirit Arrows Knight Night Witch Mega Knight

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.

Minions

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Arrows Knight Minions Magic Archer Night Witch Lightning Mega Knight

Shortest cycle

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

10 Electro Spirit Arrows Knight Minions

Attack Synergies 2 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.

Electro Spirit
Arrows
Knight Lightning Night Witch Mega Knight
Knight
Minions Arrows Magic Archer Night Witch
Minions
Knight Mega Knight
Lightning
Arrows
Magic Archer
Knight Mega Knight
Night Witch
Arrows Knight Mega Knight
Mega Knight
Minions Arrows Magic Archer Night Witch

Defense Synergies 3 7

Electro Spirit
Arrows
Mega Knight Knight Lightning
Knight
Minions Magic Archer Arrows Night Witch
Minions
Knight Mega Knight
Lightning
Arrows
Magic Archer
Knight Night Witch Mega Knight
Night Witch
Knight Magic Archer Mega Knight
Mega Knight
Arrows Minions Magic Archer Night Witch

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.

Lightning Knight Minions Magic Archer
Knight Minions Night Witch Mega Knight
Mega Knight Knight Minions Lightning Night Witch
Night Witch Knight Minions Mega Knight
Lightning Arrows Mega Knight
Arrows Electro Spirit Minions Magic Archer Night Witch Mega Knight
Minions Lightning Electro Spirit Arrows Magic Archer Night Witch
Lightning Electro Spirit Arrows Magic Archer Mega Knight
Minions Night Witch
Knight Night Witch Mega Knight
Minions Electro Spirit Arrows Knight Magic Archer Night Witch Mega Knight
Arrows Minions Magic Archer Night Witch
Night Witch Mega Knight Knight Minions Lightning
Mega Knight Electro Spirit Arrows Minions Magic Archer Night Witch
Knight Mega Knight
Lightning Mega Knight
Mega Knight Arrows Knight Minions Night Witch
Arrows Mega Knight Electro Spirit Knight Minions Magic Archer Night Witch
Arrows Electro Spirit Knight Minions Magic Archer Mega Knight
Mega Knight Electro Spirit Arrows Knight Minions Night Witch

Counters to secondary win conditions

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

Knight Mega Knight
Arrows Knight Lightning Magic Archer Mega Knight
Mega Knight Knight Minions Lightning
Lightning Mega Knight Knight Night Witch
Knight Night Witch Mega Knight
Arrows Electro Spirit Minions Magic Archer
Knight Minions Lightning Night Witch
Mega Knight Knight
Lightning Mega Knight Electro Spirit Knight Minions Magic Archer
Mega Knight Knight Minions
Lightning Mega Knight Arrows
Lightning Mega Knight Knight Night Witch
Magic Archer Mega Knight
Electro Spirit Knight Minions Lightning Magic Archer Night Witch
Arrows Minions Mega Knight Electro Spirit 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.)

Lightning Magic Archer Arrows Knight
Arrows Magic Archer
Lightning Arrows Magic Archer
Lightning Arrows Knight
Arrows Magic Archer Mega Knight
Arrows Electro Spirit Minions Magic Archer
Arrows Magic Archer
Arrows Lightning Magic Archer
Arrows Lightning
Lightning Minions Night Witch
Lightning Arrows Knight Magic Archer
Lightning Arrows Magic Archer
Lightning Knight Magic Archer
Lightning Arrows Minions Magic Archer
Lightning Arrows Magic Archer
Lightning Arrows Magic Archer
Lightning Magic Archer Arrows Mega Knight
Lightning Arrows
Minions Lightning Night Witch
Lightning Arrows Magic Archer Mega Knight
Lightning Arrows Magic Archer Mega Knight
Lightning Minions Magic Archer Night Witch Mega Knight
Lightning Arrows
Lightning
Lightning Arrows
Arrows Electro Spirit Magic Archer Mega Knight
Arrows Lightning Magic Archer
Lightning Arrows Magic Archer Mega Knight
Lightning Arrows Magic Archer
Lightning Arrows Magic Archer Night Witch
Lightning Electro Spirit Minions
Lightning Night Witch
Lightning Arrows Magic Archer Night Witch Mega Knight
Lightning Electro Spirit Arrows Magic Archer
Mega Knight
Arrows Lightning Magic Archer
Lightning Electro Spirit Minions Magic Archer Night Witch
Lightning Arrows Magic Archer
Arrows
Lightning Knight Magic Archer Mega Knight
Arrows Lightning Magic Archer
Lightning Arrows
Mega Knight
Electro Spirit Minions Lightning Magic Archer
Lightning Magic Archer
Lightning Magic Archer Mega Knight

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