My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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.

Bats Archers Night 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 Archers Giant Lumberjack Night 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.

Arrows Lightning

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.

Lightning

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.

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 Archers Giant Guards Night Witch
Giant Snowball
Bats Archers Guards Lumberjack Night Witch
Zap
Bats Archers Guards Night Witch
Barbarian Barrel
Archers Guards Lumberjack Night Witch
The Log
Archers Guards Lumberjack
Earthquake
Archers Guards
Arrows
Bats Archers Guards Night Witch
Royal Delivery
Bats Archers Guards Lumberjack Night Witch
Fireball
Archers Lumberjack Night Witch
Poison
Bats Archers Guards Night Witch
Lightning
Lumberjack Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Arrows Guards Night 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 Archers Arrows Guards Lumberjack Night Witch Giant Lightning

Shortest cycle

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

11 Bats Archers Arrows Guards

Attack Synergies 4 11

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 Lumberjack
Archers
Arrows Giant Lumberjack
Arrows
Giant Archers Lightning Lumberjack Night Witch
Giant
Bats Arrows Lightning Night Witch Archers Guards Lumberjack
Guards
Giant Lumberjack
Lightning
Giant Arrows
Lumberjack
Bats Archers Arrows Giant Guards Night Witch
Night Witch
Giant Arrows Lumberjack

Defense Synergies 0 6

Bats
Lumberjack
Archers
Guards Lumberjack
Arrows
Lightning Lumberjack
Giant
Guards
Archers Lumberjack
Lightning
Arrows
Lumberjack
Bats Archers Arrows Guards
Night 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.

Lightning
Lumberjack Bats Night Witch
Lumberjack Bats Archers Lightning Night Witch
Lumberjack Night Witch Bats Guards
Lightning Arrows Lumberjack
Arrows Bats Archers Guards Lumberjack Night Witch
Bats Lightning Archers Arrows Night Witch
Lightning Arrows
Lumberjack Night Witch
Guards Archers Lumberjack Night Witch
Bats Archers Guards Arrows Lumberjack Night Witch
Arrows Bats Archers Night Witch
Lumberjack Night Witch Bats Guards Lightning
Bats Arrows Guards Lumberjack Night Witch
Lumberjack
Lightning Lumberjack
Bats Arrows Lumberjack Night Witch
Arrows Bats Archers Guards Lumberjack Night Witch
Arrows Bats Archers Guards Lumberjack
Lumberjack
Bats Archers Arrows Guards Lumberjack Night Witch

Counters to secondary win conditions

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

Guards Lumberjack Archers
Archers Arrows Lightning Lumberjack
Guards Lumberjack Bats Lightning
Guards Lightning Lumberjack Bats Night Witch
Guards Lumberjack Night Witch
Arrows Bats Archers
Guards Bats Archers Lightning Lumberjack Night Witch
Lumberjack
Lightning Bats
Guards
Bats Guards Lumberjack
Lightning Arrows Guards
Lightning Guards Lumberjack Night Witch
Archers
Guards Bats Archers Lightning Lumberjack Night Witch
Bats Arrows Archers

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.)

Lightning Arrows Guards
Arrows
Lightning Arrows
Lightning Arrows Guards
Arrows
Arrows Bats
Archers Arrows
Arrows Lightning
Arrows Lightning
Lightning Bats Guards Lumberjack Night Witch
Lightning Arrows
Lightning Archers Arrows
Lightning
Lightning Arrows
Lightning Arrows
Lightning Arrows
Lightning Arrows
Lightning Arrows
Bats Lightning Night Witch
Lightning Archers Arrows
Lightning Arrows
Lightning Night Witch
Lightning Arrows
Lightning
Lightning Arrows
Arrows
Arrows Lightning
Lightning Arrows
Lightning Arrows
Lightning Bats Archers Arrows Night Witch
Lightning Bats Guards
Lightning Night Witch
Lightning Arrows Night Witch
Lightning Arrows
Arrows Lightning
Lightning Bats Archers Guards Night Witch
Lightning Archers Arrows
Arrows
Lightning Lumberjack
Arrows Lightning
Lightning Arrows
Bats Guards Lightning
Bats Lightning
Lightning

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