My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Godly!
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 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Mega Minion Wizard Electro Wizard Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

X-Bow

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Mega Minion Battle Ram Wizard X-Bow Electro Wizard Night Witch

Offensive cards

Win conditions

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

Battle Ram X-Bow

Damage spells

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

Fireball

Punishments

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

Battle Ram X-Bow

Pump responses

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

Fireball

Dropped at the bridge

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

Knight Battle Ram X-Bow

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 Wizard

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
Battle Ram Night Witch
Giant Snowball
Mega Minion Battle Ram Night Witch
Zap
Battle Ram X-Bow Night Witch
Barbarian Barrel
Knight Battle Ram Wizard X-Bow Electro Wizard Night Witch
The Log
Battle Ram X-Bow
Earthquake
X-Bow
Arrows
Night Witch
Royal Delivery
Knight Mega Minion Battle Ram Wizard Electro Wizard Night Witch
Fireball
Mega Minion Battle Ram Wizard X-Bow Electro Wizard Night Witch
Poison
Mega Minion Wizard X-Bow Electro Wizard Night Witch
Lightning
Knight Mega Minion Battle Ram Wizard X-Bow Electro Wizard Night Witch
Rocket
Wizard X-Bow Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard

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.

Knight Mega Minion Battle Ram Night Witch

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.

Fireball

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.

Fireball Wizard Electro 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.

Knight Mega Minion Fireball Battle Ram Electro Wizard Night Witch Wizard X-Bow

Shortest cycle

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

14 Knight Mega Minion Fireball Battle Ram

Attack Synergies 4 9

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.

Knight
Mega Minion Battle Ram X-Bow Fireball Wizard Electro Wizard Night Witch
Mega Minion
Knight Fireball X-Bow
Fireball
X-Bow Knight Mega Minion Battle Ram Electro Wizard
Battle Ram
Knight Fireball Electro Wizard
Wizard
Knight
X-Bow
Knight Fireball Mega Minion
Electro Wizard
Knight Fireball Battle Ram
Night Witch
Knight

Defense Synergies 4 11

Knight
Mega Minion X-Bow Electro Wizard Fireball Wizard Night Witch
Mega Minion
Knight Wizard X-Bow Electro Wizard Night Witch
Fireball
X-Bow Knight Electro Wizard
Battle Ram
Wizard
Knight Mega Minion Electro Wizard
X-Bow
Knight Fireball Mega Minion Electro Wizard
Electro Wizard
Knight Mega Minion Fireball Wizard X-Bow Night Witch
Night Witch
Knight Mega Minion Electro Wizard

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.

Knight Mega Minion Fireball Wizard X-Bow Electro Wizard
Knight Mega Minion X-Bow Electro Wizard Night Witch
Knight Mega Minion Electro Wizard Night Witch
Night Witch Knight Mega Minion Electro Wizard
Fireball X-Bow
Fireball Mega Minion X-Bow Electro Wizard Night Witch
Mega Minion Electro Wizard Fireball Wizard X-Bow Night Witch
Fireball X-Bow Electro Wizard
X-Bow Night Witch
Knight Electro Wizard Night Witch
Electro Wizard Knight Mega Minion Fireball Wizard X-Bow Night Witch
Mega Minion Fireball Wizard Electro Wizard Night Witch
Night Witch Knight Fireball Wizard X-Bow Electro Wizard
Fireball Wizard Mega Minion X-Bow Electro Wizard Night Witch
Knight X-Bow Electro Wizard
Fireball X-Bow Electro Wizard
Wizard Knight Fireball X-Bow Electro Wizard Night Witch
Fireball Knight Mega Minion Wizard X-Bow Electro Wizard Night Witch
Wizard Knight Mega Minion Fireball Electro Wizard
Electro Wizard
Wizard Knight Fireball Electro Wizard Night Witch

Counters to secondary win conditions

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

Knight Fireball X-Bow Electro Wizard
Fireball Electro Wizard Knight Mega Minion Wizard X-Bow
Knight Electro Wizard
Knight Fireball X-Bow Electro Wizard Night Witch
Knight Night Witch
Fireball Wizard Electro Wizard
Knight Mega Minion Fireball Electro Wizard Night Witch
Knight
Electro Wizard Knight Mega Minion Fireball X-Bow
Mega Minion
Knight Mega Minion
Fireball Electro Wizard
Knight Fireball Wizard Night Witch
Wizard Fireball
Electro Wizard Knight Mega Minion Fireball X-Bow Night Witch
Mega Minion Fireball Wizard Electro 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.)

Fireball Knight X-Bow
Fireball X-Bow Electro Wizard
Fireball X-Bow
Knight Fireball
Fireball Wizard
Fireball Wizard Mega Minion
Wizard
Fireball X-Bow Wizard
Fireball Wizard X-Bow
Fireball X-Bow Electro Wizard Night Witch
Knight Fireball Wizard X-Bow Electro Wizard
Fireball Wizard
Knight Fireball
Fireball X-Bow
Fireball X-Bow
X-Bow Fireball Wizard
Fireball Wizard X-Bow
Fireball
Night Witch
Mega Minion Fireball Wizard X-Bow Electro Wizard
Fireball Wizard X-Bow
Fireball X-Bow Night Witch
Fireball Wizard
X-Bow
Fireball X-Bow
Fireball Wizard
Mega Minion
Fireball X-Bow Wizard Electro Wizard
Fireball Wizard X-Bow
Fireball X-Bow
Fireball Wizard X-Bow Electro Wizard Night Witch
Electro Wizard Mega Minion Fireball Wizard
Mega Minion Fireball Night Witch
Fireball Wizard X-Bow Night Witch
Fireball Electro Wizard
Fireball Wizard
Electro Wizard Fireball X-Bow Night Witch
Fireball Mega Minion Wizard Electro Wizard
Fireball
Fireball Knight Mega Minion Wizard Electro Wizard
Fireball Wizard
Fireball
Mega Minion
Fireball Electro Wizard
Fireball Electro Wizard
Fireball X-Bow Electro Wizard

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