My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 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.

Bomber Bats Royal Giant Elixir Golem Night Witch

Offensive cards

Win conditions

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

Royal Giant Elixir Golem

Damage spells

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

Arrows Void

Punishments

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

Royal Giant Elixir Golem

Pump responses

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

Void

Dropped at the bridge

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

Royal Giant Elixir Golem

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
Bomber Bats Royal Giant Elixir Golem Guards Night Witch
Giant Snowball
Bomber Bats Guards Night Witch
Zap
Bomber Bats Royal Giant Guards Night Witch
Barbarian Barrel
Bomber Elixir Golem Guards Night Witch
The Log
Bomber Royal Giant Elixir Golem Guards
Earthquake
Bomber Elixir Golem Guards
Arrows
Bomber Bats Guards Night Witch
Royal Delivery
Bomber Bats Elixir Golem Guards Night Witch
Fireball
Bomber Elixir Golem Night Witch
Poison
Bomber Bats Elixir Golem Guards Night Witch
Lightning
Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows

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 Elixir Golem Guards Night Witch

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

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.

Bomber Bats Arrows Elixir Golem Guards Void Night Witch Royal Giant

Shortest cycle

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

10 Bomber Bats Arrows Elixir Golem

Attack Synergies 5 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.

Bomber
Royal Giant Bats Elixir Golem
Bats
Royal Giant Bomber Elixir Golem
Arrows
Royal Giant Void Elixir Golem Night Witch
Royal Giant
Bomber Bats Arrows Guards Void Night Witch
Elixir Golem
Night Witch Bomber Bats Arrows
Guards
Royal Giant
Void
Arrows Royal Giant
Night Witch
Elixir Golem Arrows Royal Giant

Defense Synergies 1 2

Bomber
Bats Guards
Bats
Bomber
Arrows
Void
Royal Giant
Elixir Golem
Guards
Bomber
Void
Arrows
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.

Bomber Void
Bats Night Witch
Bomber Bats Void Night Witch
Night Witch Bats Guards
Bomber Arrows
Arrows Bomber Bats Guards Night Witch
Bats Arrows Void Night Witch
Arrows Void
Night Witch
Guards Bomber Night Witch
Bats Guards Bomber Arrows Night Witch
Arrows Bats Night Witch
Night Witch Bomber Bats Guards
Bomber Bats Arrows Guards Night Witch
Bomber Bats Arrows Night Witch
Arrows Bomber Bats Guards Night Witch
Arrows Bomber Bats Guards
Bomber Bats Arrows Guards Night Witch

Counters to secondary win conditions

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

Guards Void
Void Bomber Arrows
Guards Bats
Guards Bats Night Witch
Guards Night Witch
Arrows Bats
Guards Bats Void Night Witch
Void Bats
Guards
Bats Guards
Arrows Guards Void
Guards Night Witch
Bomber
Guards Bomber Bats Night Witch
Bats Arrows Bomber
Bomber Arrows Void
Void
Guards

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 Arrows Guards
Arrows Void
Arrows Void
Arrows Guards Void
Bomber Arrows
Arrows Bats
Bomber Arrows
Arrows
Arrows Void
Bats Guards Void Night Witch
Void Arrows
Void Arrows
Void
Arrows Void
Arrows
Bomber Arrows
Arrows
Arrows
Bomber Bats Night Witch
Void Bomber Arrows
Bomber Arrows Void
Void Night Witch
Arrows Void
Void
Arrows Void
Arrows Bomber
Arrows Void
Void Arrows
Void Arrows
Bats Arrows Void Night Witch
Bats Guards Void
Void Night Witch
Void Bomber Arrows Night Witch
Void Arrows
Arrows
Bats Guards Void Night Witch
Arrows
Arrows
Void
Arrows Bomber
Void Arrows
Bats Guards
Bats Void
Void
Void
Void

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