My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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 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 Rocket Rage

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.

Rocket

Dropped at the bridge

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

Mega Knight

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 Skeleton Army
Giant Snowball
Bomber Bats Skeleton Army Witch
Zap
Bomber Bats Skeleton Army Witch
Barbarian Barrel
Bomber Skeleton Army Witch
The Log
Bomber Skeleton Army Witch
Earthquake
Bomber Skeleton Army Witch
Arrows
Bomber Bats Skeleton Army Witch
Royal Delivery
Bomber Bats Skeleton Army Witch
Fireball
Bomber Skeleton Army Witch
Poison
Bomber Bats Skeleton Army Witch
Lightning
Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Rocket Mega Knight

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 Arrows Rocket Rage Skeleton Army Mega Knight

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.

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats Rage Arrows Skeleton Army Witch Rocket Mega Knight

Shortest cycle

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

9 Bomber Bats Rage Arrows

Attack Synergies 2 5

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
Bats Mega Knight
Bats
Mega Knight Bomber Rage
Arrows
Mega Knight
Rocket
Rage
Witch Bats
Skeleton Army
Witch
Rage Mega Knight
Mega Knight
Bats Bomber Arrows Witch

Defense Synergies 1 3

Bomber
Bats
Bats
Bomber Mega Knight
Arrows
Mega Knight
Rocket
Rage
Skeleton Army
Witch
Mega Knight
Mega Knight
Arrows Bats 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.

Rocket Bomber
Skeleton Army Bomber Bats Witch Mega Knight
Rocket Skeleton Army Witch Mega Knight Bomber Bats
Skeleton Army Witch Bomber Bats Mega Knight
Bomber Arrows Rocket Skeleton Army Mega Knight
Arrows Skeleton Army Bomber Bats Mega Knight
Bats Rocket Arrows Witch
Rocket Arrows Mega Knight
Witch Skeleton Army
Skeleton Army Bomber Mega Knight
Bats Skeleton Army Witch Bomber Arrows Mega Knight
Arrows Bats Witch
Skeleton Army Mega Knight Bomber Bats Rocket Witch
Bomber Rocket Skeleton Army Mega Knight Bats Arrows Witch
Skeleton Army Mega Knight
Rocket Skeleton Army Mega Knight
Mega Knight Bomber Bats Arrows Skeleton Army Witch
Arrows Mega Knight Bomber Bats Skeleton Army Witch
Arrows Witch Bomber Bats Mega Knight
Bomber Skeleton Army Mega Knight Bats Arrows Witch

Counters to secondary win conditions

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

Skeleton Army Mega Knight Witch
Bomber Arrows Rocket Mega Knight
Skeleton Army Mega Knight Bats Rocket Witch
Rocket Skeleton Army Mega Knight Bats
Skeleton Army Witch Mega Knight
Arrows Rocket Bats Witch
Rocket Skeleton Army Bats Witch
Mega Knight Skeleton Army
Rocket Mega Knight Bats Skeleton Army Witch
Witch Skeleton Army
Mega Knight Bats Witch
Rocket Skeleton Army Mega Knight Arrows
Rocket Skeleton Army Mega Knight Witch
Bomber Skeleton Army Witch Mega Knight
Skeleton Army Witch Bomber Bats Rocket
Bats Arrows Mega Knight Bomber 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 Rocket
Arrows
Rocket Arrows
Arrows Rocket
Bomber Rocket Arrows Mega Knight
Arrows Bats Rocket Witch
Bomber Arrows Witch
Arrows
Arrows
Rocket Bats
Rocket Arrows
Arrows Rocket
Rocket
Arrows Rocket
Arrows
Rocket Bomber Arrows Witch
Arrows Rocket Mega Knight
Arrows Rocket
Bomber Bats Rocket
Rocket Bomber Arrows Mega Knight
Rocket Bomber Arrows Witch Mega Knight
Rocket Mega Knight
Rocket Arrows
Rocket
Rocket Arrows
Arrows Bomber Witch Mega Knight
Witch
Arrows Witch
Arrows Witch Mega Knight
Rocket Arrows
Bats Arrows Witch
Rocket Bats Witch
Bomber Arrows Rocket Mega Knight
Rocket Arrows
Mega Knight
Rocket Arrows
Bats Rocket Skeleton Army Witch
Rocket Arrows Witch
Arrows
Rocket Mega Knight
Arrows Bomber
Rocket Arrows
Mega Knight
Bats Rocket Witch
Bats Rocket Witch
Rocket Witch Mega Knight

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