My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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 Dart Goblin Witch Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Knight Witch Prince 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.

Missing

Punishments

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

Prince

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.

Knight Dart Goblin Prince 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.

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
Bats Skeleton Army Prince
Giant Snowball
Bats Cannon Dart Goblin Skeleton Army Witch
Zap
Bats Cannon Dart Goblin Skeleton Army Witch Prince
Barbarian Barrel
Knight Cannon Dart Goblin Skeleton Army Witch Magic Archer
The Log
Cannon Dart Goblin Skeleton Army Witch Prince
Earthquake
Cannon Skeleton Army Witch
Arrows
Bats Dart Goblin Skeleton Army Witch
Royal Delivery
Bats Knight Dart Goblin Skeleton Army Witch Prince Magic Archer
Fireball
Cannon Dart Goblin Skeleton Army Witch Magic Archer
Poison
Bats Cannon Dart Goblin Skeleton Army Witch Magic Archer
Lightning
Knight Cannon Witch Prince Magic Archer
Rocket
Witch Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

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.

Bats Knight Skeleton Army Prince

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.

Dart Goblin 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 Knight Cannon Dart Goblin Skeleton Army Magic Archer Witch Prince

Shortest cycle

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

11 Bats Knight Cannon Dart Goblin

Attack Synergies 2 7

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
Knight Prince
Knight
Bats Dart Goblin Witch Prince Magic Archer
Cannon
Dart Goblin
Knight Prince
Skeleton Army
Witch
Knight Prince
Prince
Bats Knight Dart Goblin Witch Magic Archer
Magic Archer
Knight Prince

Defense Synergies 4 17

Bats
Knight Cannon Dart Goblin Prince
Knight
Bats Cannon Dart Goblin Magic Archer Skeleton Army Witch
Cannon
Knight Bats Dart Goblin Skeleton Army Witch Prince Magic Archer
Dart Goblin
Knight Bats Cannon Skeleton Army Prince Magic Archer
Skeleton Army
Knight Cannon Dart Goblin Prince Magic Archer
Witch
Knight Cannon Prince
Prince
Bats Cannon Dart Goblin Skeleton Army Witch Magic Archer
Magic Archer
Knight Cannon Dart Goblin Skeleton Army Prince

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.

Knight Cannon Dart Goblin Magic Archer
Skeleton Army Bats Knight Cannon Dart Goblin Witch Prince
Cannon Skeleton Army Witch Prince Bats Knight Dart Goblin
Cannon Skeleton Army Witch Prince Bats Knight Dart Goblin
Skeleton Army Prince
Skeleton Army Bats Cannon Dart Goblin Magic Archer
Bats Dart Goblin Cannon Witch Magic Archer
Cannon Dart Goblin Magic Archer
Cannon Witch Skeleton Army Prince
Knight Skeleton Army Cannon Dart Goblin Prince
Bats Dart Goblin Skeleton Army Witch Knight Cannon Magic Archer
Bats Dart Goblin Witch Magic Archer
Cannon Skeleton Army Prince Bats Knight Witch
Skeleton Army Bats Cannon Dart Goblin Witch Prince Magic Archer
Skeleton Army Knight Cannon Prince
Skeleton Army Cannon Prince
Bats Knight Cannon Skeleton Army Witch Prince
Cannon Bats Knight Dart Goblin Skeleton Army Witch Prince Magic Archer
Witch Bats Knight Cannon Dart Goblin Magic Archer
Cannon Dart Goblin Prince
Skeleton Army Bats Knight Cannon Dart Goblin Witch Prince
Cannon

Counters to secondary win conditions

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

Knight Skeleton Army Witch Prince
Knight Prince Magic Archer
Skeleton Army Bats Knight Witch Prince
Skeleton Army Prince Bats Knight
Knight Cannon Skeleton Army Witch Prince
Bats Dart Goblin Witch Magic Archer
Skeleton Army Prince Bats Knight Dart Goblin Witch
Knight Skeleton Army Prince
Bats Knight Skeleton Army Witch Prince Magic Archer
Witch Cannon Dart Goblin Skeleton Army
Bats Knight Dart Goblin Witch Prince
Skeleton Army Prince
Skeleton Army Prince Knight Cannon Witch
Cannon Dart Goblin Skeleton Army Witch Magic Archer
Skeleton Army Witch Bats Knight Dart Goblin Prince Magic Archer
Bats Cannon Dart Goblin Witch Magic Archer
Cannon

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 Knight Dart Goblin
Dart Goblin Magic Archer
Dart Goblin Magic Archer
Knight Dart Goblin Prince
Magic Archer
Bats Dart Goblin Witch Magic Archer
Dart Goblin Witch Magic Archer
Dart Goblin Magic Archer
Dart Goblin
Bats Prince
Knight Dart Goblin Prince Magic Archer
Dart Goblin Magic Archer
Knight Dart Goblin Magic Archer
Dart Goblin Magic Archer
Dart Goblin Prince Magic Archer
Dart Goblin Witch Magic Archer
Magic Archer Dart Goblin
Bats
Dart Goblin Prince Magic Archer
Dart Goblin Witch Magic Archer
Prince Magic Archer
Prince
Witch Magic Archer
Witch
Dart Goblin Witch Magic Archer
Witch Prince Magic Archer
Dart Goblin Magic Archer
Bats Dart Goblin Witch Magic Archer
Bats Dart Goblin Witch
Dart Goblin Magic Archer
Magic Archer
Prince
Magic Archer
Bats Dart Goblin Skeleton Army Witch Prince Magic Archer
Dart Goblin Witch Magic Archer
Knight Dart Goblin Prince Magic Archer
Dart Goblin Magic Archer
Dart Goblin Prince
Bats Dart Goblin Witch Magic Archer
Bats Dart Goblin Witch Magic Archer
Dart Goblin Witch Prince Magic Archer
Prince
Dart Goblin

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