My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Bad

1 problems 2 warnings Why?

Missing cards in your collection

Fisherman Electro Wizard

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Minion Horde Witch Magic Archer

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.

Witch Giant Skeleton Bandit Magic Archer

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap

Punishments

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

Bandit

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.

Barbarians Minion Horde Giant Skeleton Bandit Magic Archer

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.

Giant Skeleton Bandit Magic Archer

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
Minion Horde Skeleton Army Giant Skeleton Bandit
Giant Snowball
Barbarians Minion Horde Skeleton Army Witch
Zap
Minion Horde Skeleton Army Witch Bandit
Barbarian Barrel
Barbarians Skeleton Army Witch Giant Skeleton Bandit Magic Archer
The Log
Barbarians Skeleton Army Witch Giant Skeleton Bandit
Earthquake
Barbarians Skeleton Army Witch
Arrows
Minion Horde Skeleton Army Witch
Royal Delivery
Barbarians Minion Horde Skeleton Army Witch Giant Skeleton Bandit Magic Archer
Fireball
Barbarians Minion Horde Skeleton Army Witch Bandit Magic Archer
Poison
Barbarians Minion Horde Skeleton Army Witch Magic Archer
Lightning
Witch Bandit Magic Archer
Rocket
Barbarians Minion Horde Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Magic Archer

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.

Skeleton Army Giant Skeleton

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.

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.

Barbarians Minion Horde 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Skeleton Army Bandit Magic Archer Barbarians Minion Horde Witch Giant Skeleton

Shortest cycle

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

12 Zap Skeleton Army Bandit Magic Archer

Attack Synergies 0 11

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.

Zap
Minion Horde Witch Giant Skeleton Bandit Magic Archer
Barbarians
Minion Horde
Zap Giant Skeleton
Skeleton Army
Witch
Zap Giant Skeleton Bandit
Giant Skeleton
Zap Minion Horde Witch Bandit Magic Archer
Bandit
Zap Witch Giant Skeleton Magic Archer
Magic Archer
Zap Giant Skeleton Bandit

Defense Synergies 0 16

Zap
Barbarians Minion Horde Skeleton Army Witch Giant Skeleton Bandit Magic Archer
Barbarians
Zap Minion Horde Skeleton Army
Minion Horde
Zap Barbarians
Skeleton Army
Zap Barbarians Giant Skeleton Bandit Magic Archer
Witch
Zap Giant Skeleton Bandit
Giant Skeleton
Zap Skeleton Army Witch Magic Archer
Bandit
Zap Skeleton Army Witch Magic Archer
Magic Archer
Zap Skeleton Army Giant Skeleton Bandit

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 Minion Horde Magic Archer
Barbarians Minion Horde Skeleton Army Zap Witch Bandit
Barbarians Minion Horde Skeleton Army Witch Giant Skeleton Bandit
Barbarians Minion Horde Skeleton Army Witch Bandit
Barbarians Skeleton Army Giant Skeleton
Skeleton Army Zap Bandit Magic Archer
Minion Horde Zap Witch Magic Archer
Zap Barbarians Giant Skeleton Bandit Magic Archer
Barbarians Minion Horde Witch Skeleton Army
Skeleton Army Barbarians Minion Horde Giant Skeleton Bandit
Barbarians Minion Horde Skeleton Army Witch Zap Giant Skeleton Bandit Magic Archer
Minion Horde Zap Witch Magic Archer
Barbarians Minion Horde Skeleton Army Zap Witch Giant Skeleton Bandit
Skeleton Army Zap Barbarians Minion Horde Witch Magic Archer
Barbarians Skeleton Army Minion Horde Bandit
Barbarians Minion Horde Skeleton Army Zap Bandit
Barbarians Minion Horde Skeleton Army Witch
Zap Barbarians Minion Horde Skeleton Army Witch Bandit Magic Archer
Zap Witch Barbarians Giant Skeleton Bandit Magic Archer
Barbarians
Skeleton Army Barbarians Minion Horde Witch Giant Skeleton Bandit

Counters to secondary win conditions

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

Barbarians Skeleton Army Zap Witch Giant Skeleton Bandit
Bandit Zap Magic Archer
Barbarians Skeleton Army Giant Skeleton Bandit Zap Minion Horde Witch
Skeleton Army Giant Skeleton Zap Barbarians Minion Horde Bandit
Barbarians Giant Skeleton Minion Horde Skeleton Army Witch Bandit
Zap Minion Horde Witch Magic Archer
Skeleton Army Barbarians Minion Horde Witch Giant Skeleton Bandit
Giant Skeleton Barbarians Minion Horde Skeleton Army
Zap Minion Horde Giant Skeleton Barbarians Skeleton Army Witch Bandit Magic Archer
Witch Barbarians Minion Horde Skeleton Army
Barbarians Minion Horde Witch Giant Skeleton
Skeleton Army Zap Barbarians Giant Skeleton
Barbarians Skeleton Army Giant Skeleton Minion Horde Witch Bandit
Barbarians Minion Horde Skeleton Army Witch Magic Archer
Barbarians Skeleton Army Witch Zap Minion Horde Giant Skeleton Magic Archer
Zap Barbarians Minion Horde Witch Giant Skeleton Magic Archer

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.)

Magic Archer Minion Horde Giant Skeleton Bandit
Zap Bandit Magic Archer
Minion Horde Giant Skeleton Bandit Magic Archer
Barbarians Giant Skeleton
Zap Minion Horde Magic Archer
Zap Minion Horde Witch Magic Archer
Minion Horde Witch Magic Archer
Zap Magic Archer
Zap Bandit
Minion Horde
Zap Minion Horde Bandit Magic Archer
Zap Magic Archer
Bandit Magic Archer
Minion Horde Bandit Magic Archer
Zap Magic Archer
Zap Minion Horde Witch Bandit Magic Archer
Magic Archer Minion Horde Bandit
Minion Horde
Zap Bandit Magic Archer
Zap Witch Magic Archer
Minion Horde Giant Skeleton Magic Archer
Zap Barbarians Minion Horde
Zap Witch Magic Archer
Minion Horde Witch
Zap Witch Bandit Magic Archer
Zap Witch Bandit Magic Archer
Zap Bandit Magic Archer
Zap Minion Horde Witch Magic Archer
Zap Minion Horde Witch
Minion Horde
Zap Minion Horde Bandit Magic Archer
Zap Minion Horde Magic Archer
Minion Horde Giant Skeleton
Magic Archer
Zap Minion Horde Barbarians Skeleton Army Witch Bandit Magic Archer
Zap Witch Magic Archer
Minion Horde Magic Archer
Zap Magic Archer
Zap Giant Skeleton
Minion Horde
Zap Minion Horde Witch Giant Skeleton Magic Archer
Zap Witch Magic Archer
Zap Witch Giant Skeleton Bandit Magic Archer

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