My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 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 Archers Furnace Wizard Witch

Defensive buildings

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

Furnace

Investments

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

Bats Archers Furnace Giant Wizard Witch

Offensive cards

Win conditions

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

Giant

Damage spells

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

Fireball Rage

Punishments

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

Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Giant

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 Archers Giant
Giant Snowball
Bats Archers Furnace Witch
Zap
Bats Archers Furnace Witch
Barbarian Barrel
Archers Furnace Wizard Witch
The Log
Archers Furnace Witch
Earthquake
Archers Furnace Witch
Arrows
Bats Archers Furnace Witch
Royal Delivery
Bats Archers Wizard Witch
Fireball
Archers Furnace Wizard Witch
Poison
Bats Archers Furnace Wizard Witch
Lightning
Furnace Wizard Witch
Rocket
Furnace Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Furnace Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Furnace Wizard

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 Rage

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.

Fireball

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.

Fireball Furnace 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 Rage Archers Fireball Furnace Giant Wizard Witch

Shortest cycle

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

11 Bats Rage Archers Fireball

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
Giant Rage
Archers
Giant
Fireball
Giant
Furnace
Giant
Giant
Bats Rage Archers Fireball Furnace Wizard Witch
Wizard
Giant Rage
Rage
Giant Witch Bats Wizard
Witch
Rage Giant

Defense Synergies 0 2

Bats
Archers
Furnace Witch
Fireball
Furnace
Archers
Giant
Wizard
Rage
Witch
Archers

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.

Fireball Wizard
Bats Furnace Witch
Furnace Witch Bats Archers
Witch Bats Furnace
Fireball
Fireball Bats Archers Furnace
Bats Furnace Archers Fireball Wizard Witch
Fireball
Witch Furnace
Archers
Bats Archers Witch Fireball Furnace Wizard
Bats Archers Fireball Furnace Wizard Witch
Furnace Bats Fireball Wizard Witch
Fireball Wizard Bats Furnace Witch
Furnace
Fireball Furnace
Wizard Bats Fireball Furnace Witch
Fireball Bats Archers Furnace Wizard Witch
Furnace Wizard Witch Bats Archers Fireball
Wizard Bats Archers Fireball Furnace Witch

Counters to secondary win conditions

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

Archers Fireball Furnace Witch
Fireball Archers Wizard
Bats Furnace Witch
Bats Fireball
Witch
Fireball Furnace Wizard Bats Archers Witch
Bats Archers Fireball Furnace Witch
Bats Fireball Witch
Witch
Bats Witch
Fireball
Fireball Wizard Witch
Wizard Archers Fireball Furnace Witch
Witch Bats Archers Fireball Furnace
Bats Archers Fireball 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.)

Fireball
Fireball
Fireball
Fireball
Fireball Wizard Furnace
Fireball Wizard Bats Furnace Witch
Archers Furnace Wizard Witch
Fireball Wizard
Fireball Wizard
Bats Fireball
Fireball Wizard
Fireball Archers Wizard
Fireball
Fireball
Fireball Furnace
Fireball Furnace Wizard Witch
Fireball Furnace Wizard
Fireball
Bats
Archers Fireball Wizard
Fireball Wizard Witch
Fireball
Fireball Wizard
Fireball
Fireball Furnace Wizard Witch
Witch
Fireball Wizard Witch
Fireball Wizard Witch
Fireball
Bats Archers Fireball Furnace Wizard Witch
Bats Fireball Wizard Witch
Fireball
Fireball Wizard
Fireball
Fireball Wizard
Bats Archers Fireball Witch
Fireball Archers Wizard Witch
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Bats Fireball Witch
Bats Fireball Witch
Fireball Witch

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