My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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 Archers 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.

Skeletons Bats Archers Royal Recruits Lumberjack Night Witch

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.

Fireball Tornado

Punishments

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

Royal Recruits Lumberjack

Pump responses

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

Fireball

Dropped at the bridge

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

Royal Recruits Lumberjack

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.

Lumberjack

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
Skeletons Bats Archers Royal Recruits Night Witch
Giant Snowball
Skeletons Bats Archers Royal Recruits Lumberjack Night Witch
Zap
Skeletons Bats Archers Night Witch
Barbarian Barrel
Skeletons Archers Royal Recruits Lumberjack Night Witch
The Log
Skeletons Archers Royal Recruits Lumberjack
Earthquake
Skeletons Archers
Arrows
Skeletons Bats Archers Royal Recruits Night Witch
Royal Delivery
Skeletons Bats Archers Royal Recruits Lumberjack Night Witch
Fireball
Archers Lumberjack Night Witch
Poison
Bats Archers Royal Recruits Night Witch
Lightning
Lumberjack Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Tornado

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.

Bats Royal Recruits Tornado Night Witch

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.

Fireball

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.

Fireball

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Archers Tornado Fireball Lumberjack Night Witch Royal Recruits

Shortest cycle

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

9 Skeletons Bats Archers Tornado

Attack Synergies 1 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.

Skeletons
Bats
Royal Recruits Lumberjack
Archers
Royal Recruits Lumberjack
Royal Recruits
Bats Archers Lumberjack
Fireball
Tornado
Tornado
Fireball Night Witch
Lumberjack
Bats Archers Royal Recruits Night Witch
Night Witch
Tornado Lumberjack

Defense Synergies 1 12

Skeletons
Bats Archers Tornado Lumberjack Night Witch
Bats
Skeletons Royal Recruits Lumberjack
Archers
Skeletons Royal Recruits Tornado Lumberjack
Royal Recruits
Bats Archers Tornado
Fireball
Tornado Lumberjack
Tornado
Fireball Skeletons Archers Royal Recruits
Lumberjack
Skeletons Bats Archers Fireball
Night Witch
Skeletons

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.

Royal Recruits Fireball
Lumberjack Skeletons Bats Royal Recruits Night Witch
Tornado Lumberjack Skeletons Bats Archers Royal Recruits Night Witch
Royal Recruits Lumberjack Night Witch Skeletons Bats
Royal Recruits Fireball Tornado Lumberjack
Fireball Tornado Skeletons Bats Archers Lumberjack Night Witch
Bats Tornado Archers Fireball Night Witch
Royal Recruits Fireball
Skeletons Royal Recruits Tornado Lumberjack Night Witch
Tornado Skeletons Archers Royal Recruits Lumberjack Night Witch
Bats Archers Skeletons Royal Recruits Fireball Tornado Lumberjack Night Witch
Bats Archers Fireball Tornado Night Witch
Royal Recruits Lumberjack Night Witch Skeletons Bats Fireball
Fireball Bats Royal Recruits Tornado Lumberjack Night Witch
Royal Recruits Lumberjack
Tornado Royal Recruits Fireball Lumberjack
Skeletons Bats Royal Recruits Fireball Tornado Lumberjack Night Witch
Fireball Bats Archers Royal Recruits Tornado Lumberjack Night Witch
Tornado Bats Archers Royal Recruits Fireball Lumberjack
Royal Recruits Tornado Lumberjack
Royal Recruits Bats Archers Fireball Lumberjack Night Witch
Lumberjack

Counters to secondary win conditions

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

Royal Recruits Lumberjack Skeletons Archers Fireball
Fireball Archers Lumberjack
Royal Recruits Lumberjack Skeletons Bats
Royal Recruits Lumberjack Bats Fireball Tornado Night Witch
Royal Recruits Skeletons Lumberjack Night Witch
Fireball Skeletons Bats Archers Tornado
Royal Recruits Skeletons Bats Archers Fireball Lumberjack Night Witch
Royal Recruits Lumberjack
Royal Recruits Skeletons Bats Fireball Tornado
Royal Recruits Skeletons
Bats Royal Recruits Lumberjack
Royal Recruits Fireball Tornado
Royal Recruits Skeletons Fireball Lumberjack Night Witch
Royal Recruits Archers Fireball
Royal Recruits Skeletons Bats Archers Fireball Tornado Lumberjack Night Witch
Bats Archers Royal Recruits Fireball
Fireball

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.)

Fireball Royal Recruits
Fireball Tornado
Fireball
Royal Recruits Fireball
Fireball
Fireball Bats Tornado
Archers Tornado
Fireball Tornado
Fireball Tornado
Bats Fireball Tornado Lumberjack Night Witch
Royal Recruits Fireball Tornado
Fireball Archers Tornado
Fireball
Fireball
Fireball
Fireball
Royal Recruits Fireball
Fireball Tornado
Bats Night Witch
Archers Fireball
Fireball Tornado
Fireball Night Witch
Fireball Tornado
Tornado
Royal Recruits Fireball
Tornado Fireball
Fireball Tornado
Fireball Tornado
Fireball Tornado
Bats Archers Fireball Tornado Night Witch
Bats Fireball
Fireball Night Witch
Fireball Night Witch
Fireball
Fireball
Bats Archers Royal Recruits Fireball Night Witch
Fireball Archers Tornado
Fireball
Fireball Lumberjack
Fireball
Fireball Tornado
Royal Recruits
Bats Royal Recruits Fireball Tornado
Bats Fireball Tornado
Royal Recruits Fireball Tornado
Fireball

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