My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 Minion Horde 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 Wizard Witch Golem Lumberjack

Offensive cards

Win conditions

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

Golem

Damage spells

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

Rocket

Punishments

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

Lumberjack

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.

Minion Horde Golem Lumberjack

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.

Golem Lumberjack

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 Minion Horde Skeleton Army
Giant Snowball
Bats Minion Horde Skeleton Army Witch Lumberjack
Zap
Bats Minion Horde Skeleton Army Witch
Barbarian Barrel
Wizard Skeleton Army Witch Lumberjack
The Log
Skeleton Army Witch Lumberjack
Earthquake
Skeleton Army Witch
Arrows
Bats Minion Horde Skeleton Army Witch
Royal Delivery
Bats Minion Horde Wizard Skeleton Army Witch Lumberjack
Fireball
Minion Horde Wizard Skeleton Army Witch Lumberjack
Poison
Bats Minion Horde Wizard Skeleton Army Witch
Lightning
Wizard Witch Lumberjack
Rocket
Minion Horde Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Rocket

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 Rocket Skeleton Army 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.

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.

Minion Horde 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Skeleton Army Lumberjack Minion Horde Wizard Witch Rocket Golem

Shortest cycle

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

14 Bats Skeleton Army Lumberjack Minion Horde

Attack Synergies 0 10

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
Golem Lumberjack
Minion Horde
Golem Lumberjack
Wizard
Golem Lumberjack
Rocket
Golem
Skeleton Army
Witch
Golem Lumberjack
Golem
Bats Minion Horde Wizard Rocket Witch Lumberjack
Lumberjack
Bats Minion Horde Wizard Witch Golem

Defense Synergies 0 5

Bats
Lumberjack
Minion Horde
Wizard
Skeleton Army Lumberjack
Rocket
Skeleton Army
Wizard Lumberjack
Witch
Lumberjack
Golem
Lumberjack
Bats Wizard Skeleton Army 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 Minion Horde Wizard
Minion Horde Skeleton Army Lumberjack Bats Witch
Minion Horde Rocket Skeleton Army Witch Lumberjack Bats
Minion Horde Skeleton Army Witch Lumberjack Bats
Rocket Skeleton Army Lumberjack
Skeleton Army Bats Lumberjack
Bats Minion Horde Rocket Wizard Witch
Rocket
Minion Horde Witch Skeleton Army Lumberjack
Skeleton Army Minion Horde Lumberjack
Bats Minion Horde Skeleton Army Witch Wizard Lumberjack
Minion Horde Bats Wizard Witch
Minion Horde Skeleton Army Lumberjack Bats Wizard Rocket Witch
Wizard Rocket Skeleton Army Bats Minion Horde Witch Lumberjack
Skeleton Army Minion Horde Lumberjack
Minion Horde Rocket Skeleton Army Lumberjack
Minion Horde Wizard Bats Skeleton Army Witch Lumberjack
Bats Minion Horde Wizard Skeleton Army Witch Lumberjack
Wizard Witch Bats Lumberjack
Lumberjack
Wizard Skeleton Army Bats Minion Horde Witch Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Witch
Wizard Rocket Lumberjack
Skeleton Army Lumberjack Bats Minion Horde Rocket Witch
Rocket Skeleton Army Lumberjack Bats Minion Horde
Minion Horde Skeleton Army Witch Lumberjack
Wizard Rocket Bats Minion Horde Witch
Rocket Skeleton Army Bats Minion Horde Witch Lumberjack
Minion Horde Skeleton Army Lumberjack
Minion Horde Rocket Bats Skeleton Army Witch
Witch Minion Horde Skeleton Army
Bats Minion Horde Witch Lumberjack
Rocket Skeleton Army
Rocket Skeleton Army Minion Horde Wizard Witch Lumberjack
Wizard Minion Horde Skeleton Army Witch
Skeleton Army Witch Bats Minion Horde Rocket Lumberjack
Bats Minion Horde 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.)

Minion Horde Rocket
Rocket Minion Horde
Rocket
Wizard Rocket Minion Horde
Wizard Bats Minion Horde Rocket Witch
Minion Horde Wizard Witch
Wizard
Wizard
Rocket Bats Minion Horde Lumberjack
Rocket Minion Horde Wizard
Wizard Rocket
Rocket
Minion Horde Rocket
Rocket Minion Horde Wizard Witch
Minion Horde Wizard Rocket
Rocket
Bats Minion Horde Rocket
Rocket Wizard
Rocket Wizard Witch
Rocket Minion Horde
Rocket Wizard
Rocket
Rocket Minion Horde
Wizard Witch
Minion Horde Witch
Wizard Witch
Wizard Witch
Rocket
Bats Minion Horde Wizard Witch
Rocket Bats Minion Horde Wizard Witch
Minion Horde
Minion Horde Wizard Rocket
Rocket Minion Horde
Minion Horde
Rocket Wizard
Minion Horde Bats Rocket Skeleton Army Witch
Rocket Wizard Witch
Minion Horde Wizard Rocket Lumberjack
Wizard
Rocket
Minion Horde
Bats Minion Horde Rocket Witch
Bats Rocket Witch
Rocket Witch

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