My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Wizard Electro Dragon Mother Witch

Defensive buildings

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

X-Bow

Investments

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

Wizard Electro Dragon X-Bow Fisherman Mother Witch

Offensive cards

Win conditions

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

X-Bow

Damage spells

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

Arrows Void

Punishments

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

X-Bow

Pump responses

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

Void

Dropped at the bridge

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

X-Bow

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 Dragon

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
Skeleton Army Fisherman
Giant Snowball
Skeleton Army Electro Dragon Fisherman
Zap
Skeleton Army X-Bow Fisherman
Barbarian Barrel
Wizard Skeleton Army X-Bow
The Log
Skeleton Army X-Bow Fisherman
Earthquake
Skeleton Army X-Bow
Arrows
Skeleton Army
Royal Delivery
Wizard Skeleton Army Electro Dragon Fisherman Mother Witch
Fireball
Wizard Skeleton Army Electro Dragon X-Bow Fisherman Mother Witch
Poison
Wizard Skeleton Army Electro Dragon X-Bow Fisherman Mother Witch
Lightning
Wizard Electro Dragon X-Bow Fisherman Mother Witch
Rocket
Wizard Electro Dragon X-Bow

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Electro Dragon

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.

Arrows Skeleton Army Mother 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.

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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Skeleton Army Void Fisherman Mother Witch Wizard Electro Dragon X-Bow

Shortest cycle

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

12 Arrows Skeleton Army Void Fisherman

Attack Synergies 1 5

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.

Arrows
Void X-Bow Mother Witch
Wizard
Skeleton Army
X-Bow
Void
Arrows
Electro Dragon
Fisherman Mother Witch
X-Bow
Arrows Skeleton Army
Fisherman
Electro Dragon
Mother Witch
Arrows Electro Dragon

Defense Synergies 0 8

Arrows
Void Mother Witch
Wizard
Skeleton Army
Skeleton Army
Wizard Electro Dragon X-Bow
Void
Arrows
Electro Dragon
Skeleton Army Fisherman
X-Bow
Skeleton Army Fisherman
Fisherman
Electro Dragon X-Bow Mother Witch
Mother Witch
Arrows Fisherman

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.

Wizard Void Electro Dragon X-Bow
Skeleton Army Electro Dragon X-Bow Fisherman
Skeleton Army Fisherman Void Electro Dragon
Skeleton Army Electro Dragon Fisherman
Arrows Skeleton Army X-Bow
Arrows Skeleton Army Electro Dragon X-Bow Mother Witch
Arrows Wizard Void Electro Dragon X-Bow
Arrows Void Electro Dragon X-Bow
Skeleton Army X-Bow Fisherman
Skeleton Army Fisherman
Skeleton Army Mother Witch Arrows Wizard Electro Dragon X-Bow Fisherman
Arrows Wizard Electro Dragon
Skeleton Army Wizard Electro Dragon X-Bow
Wizard Skeleton Army Arrows Electro Dragon X-Bow
Skeleton Army X-Bow
Skeleton Army X-Bow Fisherman
Wizard Arrows Skeleton Army Electro Dragon X-Bow Fisherman
Arrows Wizard Skeleton Army Electro Dragon X-Bow Fisherman
Arrows Wizard Electro Dragon Fisherman Mother Witch
Fisherman
Wizard Skeleton Army Arrows Electro Dragon Fisherman Mother Witch

Counters to secondary win conditions

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

Skeleton Army Void X-Bow Fisherman
Void Arrows Wizard Electro Dragon X-Bow Fisherman
Skeleton Army Electro Dragon Fisherman
Skeleton Army X-Bow Fisherman
Skeleton Army Fisherman
Arrows Wizard Mother Witch Electro Dragon
Skeleton Army Void
Skeleton Army Fisherman
Void Electro Dragon Skeleton Army X-Bow
Skeleton Army
Electro Dragon
Skeleton Army Arrows Void
Skeleton Army Wizard
Wizard Skeleton Army Electro Dragon
Skeleton Army Electro Dragon X-Bow Fisherman
Arrows Wizard Electro Dragon Mother Witch
Arrows Void

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.)

Void Arrows Electro Dragon X-Bow
Arrows Void Electro Dragon X-Bow Fisherman
Arrows Void Electro Dragon X-Bow
Arrows Void
Wizard Arrows
Arrows Wizard Mother Witch Electro Dragon
Arrows Wizard
Arrows X-Bow Wizard Electro Dragon
Arrows Void Wizard Electro Dragon X-Bow Fisherman
Void Electro Dragon X-Bow Fisherman
Void Arrows Wizard Electro Dragon X-Bow Fisherman
Void Arrows Wizard Electro Dragon
Void Fisherman
Arrows Void Electro Dragon X-Bow Fisherman
Arrows X-Bow Fisherman
X-Bow Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon X-Bow
Arrows
Fisherman
Void Arrows Wizard Electro Dragon X-Bow Fisherman
Arrows Wizard Electro Dragon X-Bow Mother Witch
Void X-Bow
Arrows Wizard Void
Void X-Bow Fisherman
Arrows Void Electro Dragon X-Bow
Arrows Mother Witch Wizard Electro Dragon
Fisherman
Arrows Void X-Bow Wizard Electro Dragon Fisherman
Void Arrows Wizard Electro Dragon X-Bow Fisherman
Void Arrows X-Bow Fisherman
Arrows Wizard Electro Dragon X-Bow Mother Witch
Electro Dragon Wizard Void
Void
Void Arrows Wizard Electro Dragon X-Bow
Void Arrows Electro Dragon
Arrows Wizard
Skeleton Army Void Electro Dragon X-Bow
Arrows Wizard Electro Dragon
Arrows
Void Wizard Electro Dragon
Arrows Wizard Electro Dragon
Void Arrows
Electro Dragon
Electro Dragon
Void Electro Dragon
Void Electro Dragon X-Bow

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