My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Archers Witch Archer Queen

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 Archers Witch Bandit Archer Queen

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Earthquake

Punishments

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

Royal Hogs Bandit

Pump responses

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

Earthquake

Dropped at the bridge

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

Electro Spirit Royal Hogs Bandit Archer Queen

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.

Electro Spirit Royal Hogs Bandit

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 Archers Royal Hogs Bandit
Giant Snowball
Bomber Archers Royal Hogs Witch
Zap
Bomber Archers Royal Hogs Witch Bandit
Barbarian Barrel
Electro Spirit Bomber Archers Royal Hogs Witch Bandit
The Log
Electro Spirit Bomber Archers Royal Hogs Witch Bandit
Earthquake
Bomber Archers Royal Hogs Witch
Arrows
Electro Spirit Bomber Archers Royal Hogs Witch
Royal Delivery
Electro Spirit Bomber Archers Royal Hogs Witch Bandit
Fireball
Bomber Archers Royal Hogs Witch Bandit
Poison
Bomber Archers Royal Hogs Witch
Lightning
Witch Bandit Archer Queen
Rocket
Royal Hogs Witch Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber Earthquake

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.

Electro Spirit

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.

Electro Spirit Bomber Archers Earthquake Bandit Royal Hogs Witch Archer Queen

Shortest cycle

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

9 Electro Spirit Bomber Archers Earthquake

Attack Synergies 1 8

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.

Electro Spirit
Bandit
Bomber
Royal Hogs Bandit
Archers
Royal Hogs Bandit
Earthquake
Royal Hogs
Royal Hogs
Earthquake Bomber Archers Bandit Archer Queen
Witch
Bandit
Bandit
Electro Spirit Bomber Archers Royal Hogs Witch
Archer Queen
Royal Hogs

Defense Synergies 0 6

Electro Spirit
Archer Queen
Bomber
Bandit
Archers
Witch Bandit Archer Queen
Earthquake
Royal Hogs
Witch
Archers Bandit
Bandit
Bomber Archers Witch
Archer Queen
Electro Spirit 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.

Earthquake Bomber
Bomber Witch Bandit
Witch Bomber Archers Bandit
Witch Bomber Bandit
Bomber Earthquake
Electro Spirit Bomber Archers Earthquake Bandit
Electro Spirit Archers Witch
Earthquake Electro Spirit Bandit
Witch Archer Queen
Bomber Archers Bandit
Archers Witch Electro Spirit Bomber Earthquake Bandit
Archers Witch
Bomber Earthquake Witch Bandit
Bomber Electro Spirit Earthquake Witch
Bandit
Bandit
Bomber Witch
Electro Spirit Bomber Archers Witch Bandit
Earthquake Witch Electro Spirit Bomber Archers Bandit
Bomber Electro Spirit Archers Earthquake Witch Bandit

Counters to secondary win conditions

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

Archers Witch Bandit
Bandit Bomber Archers
Bandit Witch
Bandit
Witch Bandit
Electro Spirit Archers Witch
Archers Witch Bandit
Electro Spirit Witch Bandit
Witch
Witch
Archer Queen
Witch Bandit
Bomber Archers Witch
Witch Electro Spirit Bomber Archers Archer Queen
Electro Spirit Bomber Archers Earthquake Witch Archer Queen

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.)

Earthquake Bandit
Bandit
Earthquake Bandit
Earthquake
Bomber Earthquake
Electro Spirit Witch
Bomber Archers Earthquake Witch
Earthquake
Bandit
Earthquake Bandit
Archers Archer Queen
Earthquake Bandit
Earthquake Bandit
Earthquake
Earthquake Bomber Witch Bandit
Earthquake Bandit
Earthquake
Bomber
Bomber Archers Earthquake Bandit
Bomber Earthquake Witch
Earthquake
Earthquake
Earthquake Electro Spirit Bomber Witch
Witch
Earthquake Witch Bandit
Witch Bandit
Bandit
Archers Witch
Electro Spirit Witch
Bomber Earthquake Bandit
Electro Spirit
Earthquake
Earthquake Electro Spirit Archers Witch Bandit
Archers Witch Archer Queen
Bomber Earthquake
Archer Queen
Archer Queen
Electro Spirit Witch Archer Queen
Witch Archer Queen
Witch Bandit Archer Queen

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