My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Firecracker 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 Firecracker Giant Witch Lumberjack

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.

Zap Tornado

Punishments

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

Giant Lumberjack

Pump responses

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

Missing

Dropped at the bridge

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

Giant 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Tornado Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Tornado

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 Skeleton Army Tornado

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.

Bats Zap Firecracker Skeleton Army Tornado Lumberjack Giant Witch

Shortest cycle

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

10 Bats Zap Firecracker Skeleton Army

Attack Synergies 4 13

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 Zap Firecracker Lumberjack
Zap
Firecracker Giant Tornado Bats Witch Lumberjack
Firecracker
Zap Bats Giant Tornado Lumberjack
Giant
Bats Zap Firecracker Tornado Witch Lumberjack
Skeleton Army
Tornado
Zap Firecracker Giant Witch
Witch
Zap Giant Tornado Lumberjack
Lumberjack
Bats Zap Firecracker Giant Witch

Defense Synergies 0 14

Bats
Zap Firecracker Lumberjack
Zap
Bats Firecracker Skeleton Army Tornado Witch Lumberjack
Firecracker
Bats Zap Skeleton Army Tornado Lumberjack
Giant
Skeleton Army
Zap Firecracker Lumberjack
Tornado
Zap Firecracker Witch
Witch
Zap Tornado Lumberjack
Lumberjack
Bats Zap Firecracker 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.

Zap Firecracker
Skeleton Army Lumberjack Bats Zap Firecracker Witch
Skeleton Army Tornado Witch Lumberjack Bats
Skeleton Army Witch Lumberjack Bats Firecracker
Firecracker Skeleton Army Tornado Lumberjack
Skeleton Army Tornado Bats Zap Firecracker Lumberjack
Bats Tornado Zap Firecracker Witch
Zap
Witch Skeleton Army Tornado Lumberjack
Skeleton Army Tornado Firecracker Lumberjack
Bats Skeleton Army Witch Zap Firecracker Tornado Lumberjack
Bats Zap Firecracker Tornado Witch
Skeleton Army Lumberjack Bats Zap Witch
Skeleton Army Bats Zap Firecracker Tornado Witch Lumberjack
Skeleton Army Lumberjack
Skeleton Army Tornado Zap Lumberjack
Bats Firecracker Skeleton Army Tornado Witch Lumberjack
Bats Zap Firecracker Skeleton Army Tornado Witch Lumberjack
Zap Tornado Witch Bats Firecracker Lumberjack
Tornado Lumberjack
Skeleton Army Bats Firecracker Witch Lumberjack

Counters to secondary win conditions

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

Skeleton Army Lumberjack Zap Witch
Zap Firecracker Lumberjack
Skeleton Army Lumberjack Bats Zap Witch
Skeleton Army Lumberjack Bats Zap Tornado
Skeleton Army Witch Lumberjack
Firecracker Bats Zap Tornado Witch
Skeleton Army Bats Witch Lumberjack
Skeleton Army Lumberjack
Zap Bats Firecracker Skeleton Army Tornado Witch
Witch Skeleton Army
Bats Witch Lumberjack
Skeleton Army Zap Tornado
Skeleton Army Witch Lumberjack
Firecracker Skeleton Army Witch
Skeleton Army Witch Bats Zap Firecracker Tornado Lumberjack
Bats Zap Firecracker 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.)

Firecracker
Firecracker Zap Tornado
Firecracker
Zap Firecracker
Firecracker Bats Zap Tornado Witch
Firecracker Tornado Witch
Zap Firecracker Tornado
Zap Firecracker Tornado
Bats Tornado Lumberjack
Firecracker Zap Tornado
Zap Firecracker Tornado
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker Witch
Firecracker
Tornado
Bats
Zap Firecracker
Zap Firecracker Tornado Witch
Tornado
Tornado
Zap
Zap Firecracker Tornado Witch
Witch
Firecracker Zap Tornado Witch
Zap Tornado Witch
Zap Firecracker Tornado
Bats Zap Firecracker Tornado Witch
Zap Bats Firecracker Witch
Zap
Zap Firecracker
Firecracker
Zap Bats Skeleton Army Witch
Zap Firecracker Tornado Witch
Firecracker Lumberjack
Zap Firecracker
Zap Tornado
Firecracker
Zap Bats Firecracker Tornado Witch
Firecracker Bats Zap Tornado Witch
Zap Firecracker Tornado Witch

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