My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Ice Spirit Giant Snowball Goblin Gang Skeleton Barrel Firecracker Royal Delivery Tesla Minion Horde Rascals Elite Barbarians Heal Spirit Ice Golem Dart Goblin Earthquake Elixir Golem Battle Healer Furnace Zappies Royal Hogs Barbarian Hut Elixir Collector Three Musketeers Mirror Barbarian Barrel Wall Breakers Rage Clone Tornado Void Dark Prince Freeze Poison Hunter Goblin Drill Balloon Electro Dragon Bowler Executioner Cannon Cart Giant Skeleton Lightning Goblin Giant X-Bow Electro Giant Golem The Log Miner Princess Ice Wizard Royal Ghost Bandit Fisherman Electro Wizard Inferno Dragon Phoenix Magic Archer Lumberjack Night Witch Mother Witch Ram Rider Graveyard Sparky Mega Knight Lava Hound Little Prince Golden Knight Skeleton King Mighty Miner Archer Queen Monk

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Wizard 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 Royal Giant Valkyrie Wizard Witch

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Missing

Punishments

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

Royal 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.

Knight Royal Giant Valkyrie

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.

Valkyrie

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 Royal Giant Guards Skeleton Army
Giant Snowball
Bats Guards Skeleton Army Witch
Zap
Bats Royal Giant Guards Skeleton Army Witch
Barbarian Barrel
Knight Valkyrie Wizard Guards Skeleton Army Witch
The Log
Royal Giant Guards Skeleton Army Witch
Earthquake
Guards Skeleton Army Witch
Arrows
Bats Guards Skeleton Army Witch
Royal Delivery
Bats Knight Valkyrie Wizard Guards Skeleton Army Witch
Fireball
Wizard Skeleton Army Witch
Poison
Bats Wizard Guards Skeleton Army Witch
Lightning
Knight Valkyrie Wizard Witch
Rocket
Valkyrie Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie Wizard

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.

Bats Knight Valkyrie Guards Skeleton Army

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant Skeleton Army

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 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.

Bats Knight Guards Skeleton Army Valkyrie Wizard Witch Royal Giant

Shortest cycle

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

11 Bats Knight Guards Skeleton Army

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.

Bats
Knight Royal Giant Valkyrie
Knight
Bats Wizard Witch
Royal Giant
Bats Wizard Guards Witch
Valkyrie
Bats Wizard Witch
Wizard
Knight Royal Giant Valkyrie
Guards
Royal Giant
Skeleton Army
Witch
Knight Royal Giant Valkyrie

Defense Synergies 1 10

Bats
Knight Valkyrie
Knight
Bats Wizard Skeleton Army Witch
Royal Giant
Valkyrie
Bats Wizard Witch
Wizard
Knight Valkyrie Guards Skeleton Army
Guards
Wizard Skeleton Army Witch
Skeleton Army
Knight Wizard Guards
Witch
Knight Valkyrie Guards

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 Valkyrie Wizard
Skeleton Army Bats Knight Valkyrie Witch
Skeleton Army Witch Bats Knight Valkyrie
Skeleton Army Witch Bats Knight Valkyrie Guards
Valkyrie Skeleton Army
Skeleton Army Bats Valkyrie Guards
Bats Wizard Witch
Valkyrie
Witch Skeleton Army
Knight Guards Skeleton Army Valkyrie
Bats Valkyrie Guards Skeleton Army Witch Knight Wizard
Bats Wizard Witch
Skeleton Army Bats Knight Valkyrie Wizard Guards Witch
Valkyrie Wizard Skeleton Army Bats Guards Witch
Skeleton Army Knight
Skeleton Army
Wizard Bats Knight Valkyrie Skeleton Army Witch
Bats Knight Valkyrie Wizard Guards Skeleton Army Witch
Valkyrie Wizard Witch Bats Knight Guards
Valkyrie Wizard Skeleton Army Bats Knight Guards Witch

Counters to secondary win conditions

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

Knight Valkyrie Guards Skeleton Army Witch
Knight Valkyrie Wizard
Guards Skeleton Army Bats Knight Valkyrie Witch
Valkyrie Guards Skeleton Army Bats Knight
Knight Valkyrie Guards Skeleton Army Witch
Wizard Bats Witch
Guards Skeleton Army Bats Knight Valkyrie Witch
Knight Valkyrie Skeleton Army
Bats Knight Valkyrie Skeleton Army Witch
Witch Guards Skeleton Army
Bats Knight Valkyrie Guards Witch
Skeleton Army Valkyrie Guards
Skeleton Army Knight Valkyrie Wizard Guards Witch
Wizard Valkyrie Skeleton Army Witch
Guards Skeleton Army Witch Bats Knight Valkyrie
Bats Valkyrie Wizard 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.)

Knight Valkyrie Guards
Knight Valkyrie Guards
Wizard Valkyrie
Wizard Bats Witch
Wizard Witch
Wizard
Wizard
Bats Guards
Knight Valkyrie Wizard
Wizard
Knight
Wizard Witch
Wizard
Bats
Wizard
Valkyrie Wizard Witch
Wizard
Valkyrie Wizard Witch
Witch
Wizard Witch
Wizard Witch
Bats Wizard Witch
Bats Wizard Guards Witch
Wizard
Wizard
Bats Guards Skeleton Army Witch
Wizard Witch
Knight Valkyrie Wizard
Wizard
Bats Guards Witch
Bats Witch
Witch

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