My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Wizard 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 Wizard Golem Lumberjack Night Witch

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.

Zap Poison

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.

Poison

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Poison

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 Poison Golem Night Witch

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.

Wizard

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 Archers Poison Lumberjack Night Witch Wizard Golem

Shortest cycle

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

11 Bats Zap Archers Poison

Attack Synergies 2 15

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
Zap Golem Lumberjack
Zap
Bats Archers Poison Golem Lumberjack Night Witch
Archers
Zap Golem Lumberjack
Wizard
Golem Lumberjack
Poison
Golem Zap Night Witch
Golem
Poison Night Witch Bats Zap Archers Wizard Lumberjack
Lumberjack
Bats Zap Archers Wizard Golem Night Witch
Night Witch
Golem Zap Poison Lumberjack

Defense Synergies 0 8

Bats
Zap Lumberjack
Zap
Bats Archers Poison Lumberjack Night Witch
Archers
Zap Lumberjack
Wizard
Lumberjack
Poison
Zap
Golem
Lumberjack
Bats Zap Archers Wizard
Night Witch
Zap

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 Wizard
Lumberjack Bats Zap Night Witch
Lumberjack Bats Archers Night Witch
Lumberjack Night Witch Bats
Poison Lumberjack
Bats Zap Archers Lumberjack Night Witch
Bats Zap Archers Wizard Poison Night Witch
Zap Poison
Lumberjack Night Witch
Archers Lumberjack Night Witch
Bats Archers Poison Zap Wizard Lumberjack Night Witch
Bats Zap Archers Wizard Poison Night Witch
Lumberjack Night Witch Bats Zap Wizard
Wizard Bats Zap Poison Lumberjack Night Witch
Lumberjack
Zap Lumberjack
Wizard Bats Poison Lumberjack Night Witch
Bats Zap Archers Wizard Lumberjack Night Witch
Zap Wizard Poison Bats Archers Lumberjack
Lumberjack
Wizard Bats Archers Poison Lumberjack Night Witch

Counters to secondary win conditions

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

Lumberjack Zap Archers
Poison Zap Archers Wizard Lumberjack
Lumberjack Bats Zap
Lumberjack Bats Zap Night Witch
Lumberjack Night Witch
Wizard Poison Bats Zap Archers
Bats Archers Lumberjack Night Witch
Lumberjack
Zap Bats Poison
Bats Lumberjack
Zap Poison
Wizard Lumberjack Night Witch
Wizard Archers
Bats Zap Archers Poison Lumberjack Night Witch
Bats Poison Zap Archers Wizard

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.)

Poison
Poison Zap
Poison
Poison
Wizard Poison Zap
Wizard Poison Bats Zap
Archers Wizard Poison
Poison Zap Wizard
Poison Zap Wizard
Bats Poison Lumberjack Night Witch
Poison Zap Wizard
Poison Zap Archers Wizard
Poison
Poison
Zap Poison
Zap Wizard Poison
Wizard Poison
Poison
Bats Night Witch
Zap Archers Wizard Poison
Zap Wizard Poison
Poison Night Witch
Wizard Poison
Zap Poison
Zap Poison Wizard
Poison Zap Wizard
Zap Wizard Poison
Poison Zap
Poison Bats Zap Archers Wizard Night Witch
Zap Bats Wizard Poison
Night Witch
Poison Zap Wizard Night Witch
Zap Poison
Wizard Poison
Zap Bats Archers Night Witch
Poison Zap Archers Wizard
Poison Wizard Lumberjack
Zap Wizard Poison
Zap Poison
Zap Bats Poison
Bats Zap Poison
Poison Zap

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