My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Great!
Synergy
Good
Versatility
Great!
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 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 Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bats Witch Golem

Offensive cards

Win conditions

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

Mortar Goblin Barrel Golem

Damage spells

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

Zap Arrows

Punishments

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

Mortar Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Mortar 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.

Goblin Barrel 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
Skeletons Bats Goblin Barrel
Giant Snowball
Skeletons Bats Goblin Barrel Witch
Zap
Skeletons Bats Mortar Goblin Barrel Witch
Barbarian Barrel
Skeletons Mortar Goblin Barrel Witch
The Log
Skeletons Goblin Barrel Witch
Earthquake
Skeletons Mortar Goblin Barrel Witch
Arrows
Skeletons Bats Goblin Barrel Witch
Royal Delivery
Skeletons Bats Goblin Barrel Witch
Fireball
Mortar Goblin Barrel Witch
Poison
Bats Mortar Witch
Lightning
Mortar Witch
Rocket
Mortar Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Mortar

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 Golem

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.

Goblin Barrel

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.

Goblin Barrel 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.

Skeletons Bats Zap Arrows Goblin Barrel Mortar Witch Golem

Shortest cycle

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

8 Skeletons Bats Zap Arrows

Attack Synergies 2 11

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.

Skeletons
Bats
Zap Mortar Goblin Barrel Golem
Zap
Arrows Bats Mortar Witch Golem
Arrows
Zap Golem Mortar Goblin Barrel
Mortar
Bats Zap Arrows
Goblin Barrel
Bats Arrows Golem
Witch
Zap Golem
Golem
Arrows Bats Zap Goblin Barrel Witch

Defense Synergies 0 10

Skeletons
Bats Zap Mortar Witch
Bats
Skeletons Zap Mortar
Zap
Skeletons Bats Arrows Mortar Witch
Arrows
Zap Mortar
Mortar
Skeletons Bats Zap Arrows
Goblin Barrel
Witch
Skeletons Zap
Golem

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.

Zap Mortar
Skeletons Bats Zap Mortar Witch
Mortar Witch Skeletons Bats
Witch Skeletons Bats Mortar
Arrows
Arrows Skeletons Bats Zap
Bats Zap Arrows Mortar Witch
Zap Arrows
Witch Skeletons Mortar
Skeletons
Bats Witch Skeletons Zap Arrows
Arrows Bats Zap Witch
Mortar Skeletons Bats Zap Witch
Bats Zap Arrows Mortar Witch
Mortar
Zap Mortar
Skeletons Bats Arrows Mortar Witch
Arrows Mortar Bats Zap Witch
Zap Arrows Mortar Witch Bats
Mortar
Bats Arrows Witch

Counters to secondary win conditions

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

Skeletons Zap Witch
Zap Arrows Mortar
Skeletons Bats Zap Witch
Bats Zap
Skeletons Witch
Arrows Skeletons Bats Zap Witch
Skeletons Bats Witch
Zap Skeletons Bats Mortar Witch
Witch Skeletons
Bats Witch
Zap Arrows
Skeletons Witch
Witch
Witch Skeletons Bats Zap Mortar
Bats Arrows Zap 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.)

Arrows Mortar
Arrows Mortar Zap
Arrows
Arrows
Zap Arrows Mortar
Arrows Bats Zap Witch
Arrows Mortar Witch
Arrows Zap
Arrows Zap Mortar
Bats
Zap Arrows Mortar
Zap Arrows
Mortar
Arrows Mortar
Zap Arrows Mortar
Zap Arrows Mortar Witch
Arrows Mortar
Arrows Mortar
Bats
Zap Arrows Mortar
Zap Arrows Mortar Witch
Arrows
Zap Arrows Mortar
Zap Arrows Mortar Witch
Witch
Arrows Mortar Zap Witch
Zap Arrows Mortar Witch
Zap Arrows Mortar
Bats Zap Arrows Witch
Zap Bats Witch
Zap Arrows Mortar
Zap Arrows
Arrows
Zap Bats Witch
Zap Arrows Witch
Arrows
Arrows Zap Mortar
Zap Arrows
Zap Bats Witch
Bats Zap Witch
Zap Mortar Witch

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