My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Night Witch

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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard Electro Wizard

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 Royal Giant Wizard Bowler Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Tornado

Punishments

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

Royal Giant

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.

Royal Giant

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
Bats Royal Giant Skeleton Army
Giant Snowball
Bats Skeleton Army
Zap
Bats Royal Giant Skeleton Army
Barbarian Barrel
Wizard Skeleton Army Electro Wizard
The Log
Royal Giant Skeleton Army
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Wizard Skeleton Army Bowler Electro Wizard
Fireball
Wizard Skeleton Army Bowler Electro Wizard
Poison
Bats Wizard Skeleton Army Electro Wizard
Lightning
Wizard Bowler Electro Wizard
Rocket
Wizard Bowler

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Tornado Bowler

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 Tornado Bowler

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.

Royal Giant 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.

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.

Bats Zap Skeleton Army Tornado Electro Wizard Wizard Bowler Royal Giant

Shortest cycle

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

10 Bats Zap Skeleton Army Tornado

Attack Synergies 4 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
Royal Giant Zap Bowler
Zap
Tornado Electro Wizard Bats Royal Giant Bowler
Royal Giant
Bats Zap Wizard Tornado Bowler Electro Wizard
Wizard
Tornado Royal Giant
Skeleton Army
Tornado
Zap Wizard Royal Giant Bowler
Bowler
Bats Zap Royal Giant Tornado Electro Wizard
Electro Wizard
Zap Royal Giant Bowler

Defense Synergies 3 11

Bats
Zap Bowler Electro Wizard
Zap
Electro Wizard Bats Skeleton Army Tornado Bowler
Royal Giant
Wizard
Tornado Skeleton Army Electro Wizard
Skeleton Army
Zap Wizard Electro Wizard
Tornado
Wizard Bowler Zap Electro Wizard
Bowler
Tornado Bats Zap Electro Wizard
Electro Wizard
Zap Bats Wizard Skeleton Army Tornado Bowler

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.

Bowler Zap Wizard Electro Wizard
Skeleton Army Bats Zap Electro Wizard
Skeleton Army Tornado Bowler Bats Electro Wizard
Skeleton Army Bats Bowler Electro Wizard
Skeleton Army Tornado Bowler
Skeleton Army Tornado Bowler Bats Zap Electro Wizard
Bats Tornado Electro Wizard Zap Wizard
Bowler Zap Electro Wizard
Skeleton Army Tornado
Skeleton Army Tornado Bowler Electro Wizard
Bats Skeleton Army Electro Wizard Zap Wizard Tornado Bowler
Bats Zap Wizard Tornado Electro Wizard
Skeleton Army Bowler Bats Zap Wizard Electro Wizard
Wizard Skeleton Army Bowler Bats Zap Tornado Electro Wizard
Skeleton Army Electro Wizard
Skeleton Army Tornado Zap Bowler Electro Wizard
Wizard Bats Skeleton Army Tornado Bowler Electro Wizard
Bats Zap Wizard Skeleton Army Tornado Bowler Electro Wizard
Zap Wizard Tornado Bats Bowler Electro Wizard
Tornado Electro Wizard
Wizard Skeleton Army Bowler Bats Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Zap Bowler Electro Wizard
Electro Wizard Zap Wizard Bowler
Skeleton Army Bats Zap Bowler Electro Wizard
Skeleton Army Bowler Bats Zap Tornado Electro Wizard
Skeleton Army Bowler
Wizard Bats Zap Tornado Electro Wizard
Skeleton Army Bats Bowler Electro Wizard
Skeleton Army
Zap Electro Wizard Bats Skeleton Army Tornado
Skeleton Army
Bats Bowler
Skeleton Army Zap Tornado Bowler Electro Wizard
Skeleton Army Bowler Wizard
Wizard Skeleton Army Bowler
Skeleton Army Electro Wizard Bats Zap Tornado Bowler
Bats Bowler Zap 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.)

Zap Tornado Bowler Electro Wizard
Wizard Zap Bowler
Wizard Bats Zap Tornado
Wizard Tornado Bowler
Zap Wizard Tornado Bowler
Zap Wizard Tornado
Bats Tornado Bowler Electro Wizard
Zap Wizard Tornado Bowler Electro Wizard
Zap Wizard Tornado
Bowler
Zap
Zap Wizard Bowler
Wizard Bowler
Tornado
Bats
Zap Wizard Bowler Electro Wizard
Zap Wizard Tornado Bowler
Bowler
Wizard Tornado
Tornado Bowler
Zap
Zap Tornado Wizard Bowler
Zap Wizard Tornado Bowler Electro Wizard
Zap Wizard Tornado Bowler
Zap Tornado
Bats Zap Wizard Tornado Electro Wizard
Zap Electro Wizard Bats Wizard
Bowler
Zap Wizard
Zap Electro Wizard
Wizard Bowler
Zap Electro Wizard Bats Skeleton Army
Zap Wizard Tornado Electro Wizard
Wizard Bowler Electro Wizard
Zap Wizard Bowler
Zap Tornado
Zap Bats Tornado Bowler Electro Wizard
Bats Zap Tornado Electro Wizard
Zap Tornado Bowler Electro Wizard

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