My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
Good

5 warnings Why?

Deck tips

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

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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!
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.

Archers 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.

Archers Valkyrie Battle Ram Wizard Witch Mega Knight

Offensive cards

Win conditions

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

Battle Ram Hog Rider

Damage spells

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

Arrows

Punishments

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

Battle Ram 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.

Valkyrie Battle Ram 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.

Valkyrie 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
Archers Battle Ram Hog Rider
Giant Snowball
Archers Battle Ram Hog Rider Witch
Zap
Archers Battle Ram Witch
Barbarian Barrel
Archers Valkyrie Battle Ram Wizard Witch
The Log
Archers Battle Ram Hog Rider Witch
Earthquake
Archers Hog Rider Witch
Arrows
Archers Witch
Royal Delivery
Archers Valkyrie Battle Ram Hog Rider Wizard Witch
Fireball
Archers Battle Ram Hog Rider Wizard Witch
Poison
Archers Wizard Witch
Lightning
Valkyrie Battle Ram Wizard Witch
Rocket
Valkyrie Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Valkyrie Wizard Mega Knight

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.

Arrows Valkyrie Battle Ram Mega Knight

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Archers Arrows Valkyrie Battle Ram Hog Rider Wizard Witch Mega Knight

Shortest cycle

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

14 Archers Arrows Valkyrie Battle Ram

Attack Synergies 3 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.

Archers
Valkyrie Arrows Battle Ram Hog Rider Mega Knight
Arrows
Hog Rider Archers Battle Ram Mega Knight
Valkyrie
Archers Hog Rider Battle Ram Wizard Witch
Battle Ram
Archers Arrows Valkyrie Witch
Hog Rider
Arrows Valkyrie Archers Wizard Witch Mega Knight
Wizard
Valkyrie Hog Rider Mega Knight
Witch
Valkyrie Battle Ram Hog Rider Mega Knight
Mega Knight
Archers Arrows Hog Rider Wizard Witch

Defense Synergies 2 7

Archers
Valkyrie Witch Mega Knight
Arrows
Mega Knight Valkyrie
Valkyrie
Archers Arrows Wizard Witch
Battle Ram
Hog Rider
Wizard
Valkyrie Mega Knight
Witch
Archers Valkyrie Mega Knight
Mega Knight
Arrows Archers 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.

Valkyrie Wizard
Valkyrie Witch Mega Knight
Witch Mega Knight Archers Valkyrie
Witch Valkyrie Mega Knight
Arrows Valkyrie Mega Knight
Arrows Archers Valkyrie Mega Knight
Archers Arrows Wizard Witch
Arrows Valkyrie Mega Knight
Witch
Archers Valkyrie Mega Knight
Archers Valkyrie Witch Arrows Wizard Mega Knight
Arrows Archers Wizard Witch
Mega Knight Valkyrie Wizard Witch
Valkyrie Wizard Mega Knight Arrows Witch
Mega Knight
Mega Knight
Wizard Mega Knight Arrows Valkyrie Witch
Arrows Mega Knight Archers Valkyrie Wizard Witch
Arrows Valkyrie Wizard Witch Archers Mega Knight
Valkyrie Wizard Mega Knight Archers Arrows Witch

Counters to secondary win conditions

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

Valkyrie Mega Knight Archers Witch
Archers Arrows Valkyrie Wizard Mega Knight
Mega Knight Valkyrie Witch
Valkyrie Mega Knight
Valkyrie Witch Mega Knight
Arrows Wizard Archers Witch
Archers Valkyrie Witch
Mega Knight Valkyrie
Mega Knight Valkyrie Witch
Witch
Mega Knight Valkyrie Witch
Mega Knight Arrows Valkyrie
Mega Knight Valkyrie Wizard Witch
Wizard Archers Valkyrie Witch Mega Knight
Witch Archers Valkyrie
Arrows Valkyrie Mega Knight Archers 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.)

Arrows Valkyrie
Arrows
Arrows
Arrows Valkyrie
Wizard Arrows Valkyrie Mega Knight
Arrows Wizard Witch
Archers Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Arrows Valkyrie Wizard
Archers Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard Mega Knight
Arrows
Archers Arrows Wizard Mega Knight
Arrows Valkyrie Wizard Witch Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Valkyrie Wizard Witch Mega Knight
Witch
Arrows Wizard Witch
Arrows Wizard Witch Mega Knight
Arrows
Archers Arrows Wizard Witch
Wizard Witch
Arrows Wizard Mega Knight
Arrows
Mega Knight
Arrows Wizard
Archers Witch
Archers Arrows Wizard Witch
Arrows
Valkyrie Wizard Mega Knight
Arrows Wizard
Arrows
Mega Knight
Witch
Witch
Witch Mega Knight

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