My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Great!
Versatility
Great!
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 Rascals Ice Golem Musketeer 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 Rascals Ice Golem Musketeer Battle Ram Witch Bandit

Offensive cards

Win conditions

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

Battle Ram Wall Breakers

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.

Battle Ram Wall Breakers 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.

Rascals Ice Golem Battle Ram Wall Breakers Bandit

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.

Bandit

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 Battle Ram Wall Breakers Bandit
Giant Snowball
Bats Musketeer Battle Ram Wall Breakers Witch
Zap
Bats Battle Ram Wall Breakers Witch Bandit
Barbarian Barrel
Rascals Musketeer Battle Ram Wall Breakers Witch Bandit
The Log
Rascals Musketeer Battle Ram Wall Breakers Witch Bandit
Earthquake
Witch
Arrows
Bats Rascals Wall Breakers Witch
Royal Delivery
Bats Rascals Musketeer Battle Ram Wall Breakers Witch Bandit
Fireball
Rascals Musketeer Battle Ram Wall Breakers Witch Bandit
Poison
Bats Rascals Musketeer Witch
Lightning
Ice Golem Musketeer Battle Ram Witch Bandit
Rocket
Rascals Musketeer Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Golem Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Golem

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 Ice Golem Battle Ram

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.

Ice Golem Musketeer 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 Ice Golem Wall Breakers Bandit Musketeer Battle Ram Rascals Witch

Shortest cycle

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

9 Bats Ice Golem Wall Breakers Bandit

Attack Synergies 5 14

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
Ice Golem Rascals Battle Ram Wall Breakers Bandit
Rascals
Bats Musketeer Battle Ram Wall Breakers Bandit
Ice Golem
Bats Musketeer Battle Ram Wall Breakers Witch
Musketeer
Ice Golem Rascals Battle Ram Bandit
Battle Ram
Ice Golem Bandit Bats Rascals Musketeer Wall Breakers Witch
Wall Breakers
Ice Golem Bats Rascals Battle Ram
Witch
Ice Golem Battle Ram Bandit
Bandit
Battle Ram Bats Rascals Musketeer Witch

Defense Synergies 1 9

Bats
Rascals Ice Golem Musketeer Bandit
Rascals
Bats Musketeer
Ice Golem
Musketeer Bats Witch Bandit
Musketeer
Ice Golem Bats Rascals Bandit
Battle Ram
Wall Breakers
Witch
Ice Golem Bandit
Bandit
Bats Ice Golem Musketeer 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.

Ice Golem Musketeer
Bats Rascals Musketeer Witch Bandit
Witch Bats Rascals Musketeer Bandit
Witch Bats Rascals Musketeer Bandit
Bats Rascals Musketeer Bandit
Bats Musketeer Rascals Witch
Rascals Ice Golem Musketeer Bandit
Witch Rascals Musketeer
Rascals Ice Golem Musketeer Bandit
Bats Witch Rascals Ice Golem Musketeer Bandit
Musketeer Bats Rascals Witch
Bats Rascals Musketeer Witch Bandit
Bats Rascals Witch
Rascals Bandit
Rascals Bandit
Bats Rascals Musketeer Witch
Bats Rascals Musketeer Witch Bandit
Witch Bats Rascals Ice Golem Musketeer Bandit
Musketeer
Rascals Bats Musketeer Witch Bandit

Counters to secondary win conditions

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

Rascals Ice Golem Witch Bandit
Bandit Ice Golem Musketeer
Bandit Bats Rascals Ice Golem Musketeer Witch
Bats Rascals Ice Golem Musketeer Bandit
Rascals Musketeer Witch Bandit
Bats Rascals Ice Golem Musketeer Witch
Rascals Bats Ice Golem Musketeer Witch Bandit
Rascals
Bats Ice Golem Witch Bandit
Witch Musketeer
Bats Rascals Musketeer Witch
Rascals Ice Golem Witch Bandit
Rascals Musketeer Witch
Rascals Witch Bats Ice Golem Musketeer
Bats Rascals Ice Golem Musketeer 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.)

Rascals Ice Golem Musketeer Bandit
Musketeer Bandit
Bandit
Rascals Ice Golem Musketeer
Bats Ice Golem Musketeer Witch
Musketeer Witch
Ice Golem
Bandit
Bats Musketeer
Musketeer Bandit
Musketeer
Ice Golem Musketeer Bandit
Musketeer Bandit
Ice Golem Musketeer
Musketeer Witch Bandit
Musketeer Bandit
Bats
Musketeer Bandit
Witch
Musketeer
Musketeer
Musketeer
Ice Golem Witch
Witch
Musketeer Witch Bandit
Musketeer Witch Bandit
Musketeer Bandit
Bats Ice Golem Musketeer Witch
Bats Musketeer Witch
Musketeer Bandit
Bats Musketeer Witch Bandit
Musketeer Witch
Rascals Musketeer
Ice Golem Musketeer
Musketeer
Bats Rascals Musketeer Witch
Bats Musketeer Witch
Musketeer Witch Bandit

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