My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bats Musketeer Wizard 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 Musketeer Wizard Witch Mega Knight

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Missing

Punishments

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

Elite Barbarians Hog Rider Mega Knight

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.

Elite Barbarians Hog Rider Mega Knight

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.

Elite Barbarians Hog Rider

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 Elite Barbarians Hog Rider Skeleton Army
Giant Snowball
Bats Musketeer Hog Rider Skeleton Army Witch
Zap
Bats Skeleton Army Witch
Barbarian Barrel
Elite Barbarians Musketeer Wizard Skeleton Army Witch
The Log
Elite Barbarians Musketeer Hog Rider Skeleton Army Witch
Earthquake
Hog Rider Skeleton Army Witch
Arrows
Bats Skeleton Army Witch
Royal Delivery
Bats Elite Barbarians Musketeer Hog Rider Wizard Skeleton Army Witch
Fireball
Elite Barbarians Musketeer Hog Rider Wizard Skeleton Army Witch
Poison
Bats Musketeer Wizard Skeleton Army Witch
Lightning
Elite Barbarians Musketeer Wizard Witch
Rocket
Elite Barbarians Musketeer Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Mega Knight

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 Mega Knight

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.

Elite Barbarians 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.

Musketeer Wizard 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 Skeleton Army Musketeer Hog Rider Wizard Witch Elite Barbarians Mega Knight

Shortest cycle

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

13 Bats Skeleton Army Musketeer Hog Rider

Attack Synergies 3 10

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
Hog Rider Mega Knight Elite Barbarians
Elite Barbarians
Bats Hog Rider Wizard Mega Knight
Musketeer
Hog Rider Mega Knight
Hog Rider
Bats Musketeer Elite Barbarians Wizard Witch Mega Knight
Wizard
Elite Barbarians Hog Rider Mega Knight
Skeleton Army
Witch
Hog Rider Mega Knight
Mega Knight
Bats Elite Barbarians Musketeer Hog Rider Wizard Witch

Defense Synergies 0 9

Bats
Musketeer Mega Knight
Elite Barbarians
Wizard Mega Knight
Musketeer
Bats Skeleton Army Mega Knight
Hog Rider
Wizard
Elite Barbarians Skeleton Army Mega Knight
Skeleton Army
Musketeer Wizard
Witch
Mega Knight
Mega Knight
Bats Elite Barbarians Musketeer Wizard 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.

Musketeer Wizard
Elite Barbarians Skeleton Army Bats Musketeer Witch Mega Knight
Skeleton Army Witch Mega Knight Bats Elite Barbarians Musketeer
Elite Barbarians Skeleton Army Witch Bats Musketeer Mega Knight
Elite Barbarians Skeleton Army Mega Knight
Skeleton Army Bats Musketeer Mega Knight
Bats Musketeer Wizard Witch
Musketeer Mega Knight
Witch Elite Barbarians Musketeer Skeleton Army
Elite Barbarians Skeleton Army Musketeer Mega Knight
Bats Skeleton Army Witch Musketeer Wizard Mega Knight
Musketeer Bats Wizard Witch
Skeleton Army Mega Knight Bats Elite Barbarians Musketeer Wizard Witch
Wizard Skeleton Army Mega Knight Bats Witch
Elite Barbarians Skeleton Army Mega Knight
Skeleton Army Elite Barbarians Mega Knight
Wizard Mega Knight Bats Elite Barbarians Musketeer Skeleton Army Witch
Mega Knight Bats Elite Barbarians Musketeer Wizard Skeleton Army Witch
Wizard Witch Bats Musketeer Mega Knight
Elite Barbarians Musketeer
Wizard Skeleton Army Mega Knight Bats Elite Barbarians Musketeer Witch

Counters to secondary win conditions

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

Skeleton Army Mega Knight Elite Barbarians Witch
Elite Barbarians Musketeer Wizard Mega Knight
Skeleton Army Mega Knight Bats Elite Barbarians Musketeer Witch
Skeleton Army Mega Knight Bats Elite Barbarians Musketeer
Elite Barbarians Musketeer Skeleton Army Witch Mega Knight
Wizard Bats Musketeer Witch
Skeleton Army Bats Elite Barbarians Musketeer Witch
Mega Knight Elite Barbarians Skeleton Army
Mega Knight Bats Elite Barbarians Skeleton Army Witch
Witch Musketeer Skeleton Army
Mega Knight Bats Elite Barbarians Musketeer Witch
Skeleton Army Mega Knight Elite Barbarians
Elite Barbarians Skeleton Army Mega Knight Wizard Witch
Wizard Musketeer Skeleton Army Witch Mega Knight
Elite Barbarians Skeleton Army Witch Bats Musketeer
Bats Mega Knight Elite Barbarians Musketeer Wizard 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.)

Musketeer
Musketeer
Musketeer
Wizard Mega Knight
Wizard Bats Musketeer Witch
Musketeer Wizard Witch
Wizard
Wizard
Bats Elite Barbarians Musketeer
Musketeer Wizard
Musketeer Wizard
Elite Barbarians Musketeer
Musketeer
Elite Barbarians Musketeer
Musketeer Wizard Witch
Musketeer Wizard Mega Knight
Bats
Musketeer Wizard Mega Knight
Wizard Witch Mega Knight
Musketeer Mega Knight
Wizard
Musketeer
Musketeer
Wizard Witch Mega Knight
Witch
Musketeer Wizard Witch
Musketeer Wizard Witch Mega Knight
Musketeer
Elite Barbarians Bats Musketeer Wizard Witch
Bats Musketeer Wizard Witch
Elite Barbarians
Musketeer Wizard Mega Knight
Mega Knight
Wizard
Bats Musketeer Skeleton Army Witch
Musketeer Wizard Witch
Musketeer Wizard Mega Knight
Musketeer Wizard
Elite Barbarians Musketeer Mega Knight
Bats Elite Barbarians Musketeer Witch
Bats Musketeer Witch
Musketeer Witch Mega Knight

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