My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Good
Versatility
Mediocre
F2P score
Mediocre

2 problems Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Bomber Giant Elixir Collector Fisherman 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.

Zap Arrows Earthquake

Punishments

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

Giant

Pump responses

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

Earthquake Elixir Collector

Dropped at the bridge

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

Giant

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
Bomber Giant Fisherman Night Witch
Giant Snowball
Bomber Fisherman Night Witch
Zap
Bomber Fisherman Night Witch
Barbarian Barrel
Bomber Night Witch
The Log
Bomber Fisherman
Earthquake
Bomber Elixir Collector
Arrows
Bomber Night Witch
Royal Delivery
Bomber Fisherman Night Witch
Fireball
Bomber Elixir Collector Fisherman Night Witch
Poison
Bomber Elixir Collector Fisherman Night Witch
Lightning
Elixir Collector Fisherman Night Witch
Rocket
Elixir Collector Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Arrows Earthquake

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 Elixir Collector 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.

Bomber Zap Arrows Earthquake Fisherman Night Witch Giant Elixir Collector

Shortest cycle

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

10 Bomber Zap Arrows Earthquake

Attack Synergies 7 6

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.

Bomber
Giant Zap
Zap
Arrows Earthquake Giant Bomber Fisherman Night Witch
Arrows
Zap Giant Earthquake Night Witch
Earthquake
Zap Giant Arrows
Giant
Bomber Zap Arrows Earthquake Night Witch Fisherman
Elixir Collector
Fisherman
Zap Giant
Night Witch
Giant Zap Arrows

Defense Synergies 0 6

Bomber
Zap Fisherman
Zap
Bomber Arrows Earthquake Fisherman Night Witch
Arrows
Zap
Earthquake
Zap
Giant
Elixir Collector
Fisherman
Bomber Zap
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.

Earthquake Bomber Zap
Bomber Zap Fisherman Night Witch
Fisherman Bomber Night Witch
Night Witch Bomber Fisherman
Bomber Arrows Earthquake
Arrows Bomber Zap Earthquake Night Witch
Zap Arrows Night Witch
Earthquake Zap Arrows
Fisherman Night Witch
Bomber Fisherman Night Witch
Bomber Zap Arrows Earthquake Fisherman Night Witch
Arrows Zap Night Witch
Night Witch Bomber Zap Earthquake
Bomber Zap Arrows Earthquake Night Witch
Zap Fisherman
Bomber Arrows Fisherman Night Witch
Arrows Bomber Zap Fisherman Night Witch
Zap Arrows Earthquake Bomber Fisherman
Fisherman
Bomber Arrows Earthquake Fisherman Night Witch

Counters to secondary win conditions

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

Zap Fisherman
Bomber Zap Arrows Fisherman
Zap Fisherman
Zap Fisherman Night Witch
Fisherman Night Witch
Arrows Zap
Night Witch
Fisherman
Zap
Zap Arrows
Night Witch
Bomber
Bomber Zap Fisherman Night Witch
Arrows Bomber Zap Earthquake

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.)

Earthquake Arrows
Arrows Zap Fisherman
Earthquake Arrows
Earthquake Arrows
Bomber Zap Arrows Earthquake
Arrows Zap
Bomber Arrows Earthquake
Arrows Earthquake Zap
Arrows Zap Fisherman
Fisherman Night Witch
Zap Arrows Earthquake Fisherman
Zap Arrows
Earthquake Fisherman
Earthquake Arrows Fisherman
Earthquake Zap Arrows Fisherman
Earthquake Bomber Zap Arrows
Earthquake Arrows
Arrows Earthquake
Bomber Fisherman Night Witch
Bomber Zap Arrows Earthquake Fisherman
Bomber Zap Arrows Earthquake
Earthquake Night Witch
Arrows
Fisherman
Earthquake Zap Arrows
Zap Arrows Earthquake Bomber
Fisherman
Arrows Zap Earthquake Fisherman
Zap Arrows Fisherman
Zap Arrows Fisherman
Zap Arrows Night Witch
Zap
Night Witch
Bomber Zap Arrows Earthquake Night Witch
Zap Arrows
Arrows Earthquake
Zap Earthquake Night Witch
Zap Arrows
Arrows
Arrows Bomber Zap Earthquake
Zap Arrows
Zap
Zap
Zap

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