My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Witch Mother 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.

Witch Giant Skeleton Mother 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.

Arrows Fireball

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.

Electro Spirit Giant Skeleton

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 Spirit Giant Skeleton

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 Giant Skeleton
Giant Snowball
Skeleton Army Witch
Zap
Skeleton Army Witch
Barbarian Barrel
Electro Spirit Skeleton Army Witch Giant Skeleton
The Log
Electro Spirit Skeleton Army Witch Giant Skeleton
Earthquake
Skeleton Army Witch
Arrows
Electro Spirit Skeleton Army Witch
Royal Delivery
Electro Spirit Skeleton Army Witch Giant Skeleton Mother Witch
Fireball
Skeleton Army Witch Mother Witch
Poison
Skeleton Army Witch Mother Witch
Lightning
Witch Mother Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Fireball

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.

Electro Spirit Arrows Skeleton Army Giant Skeleton 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.

Fireball 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.

Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Electro Spirit Arrows Skeleton Army Fireball Mother Witch Witch Giant Skeleton

Shortest cycle

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

7 Mirror Electro Spirit Arrows Skeleton Army

Attack Synergies 3 9

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.

Electro Spirit
Fireball Giant Skeleton Mother Witch
Arrows
Fireball Mirror Giant Skeleton Mother Witch
Fireball
Arrows Mirror Electro Spirit
Mirror
Arrows Fireball Skeleton Army Giant Skeleton
Skeleton Army
Mirror
Witch
Giant Skeleton
Giant Skeleton
Electro Spirit Arrows Mirror Witch Mother Witch
Mother Witch
Electro Spirit Arrows Giant Skeleton

Defense Synergies 3 6

Electro Spirit
Arrows
Mirror Fireball Giant Skeleton Mother Witch
Fireball
Mirror Arrows
Mirror
Arrows Fireball Skeleton Army
Skeleton Army
Mirror Giant Skeleton
Witch
Giant Skeleton
Giant Skeleton
Arrows Skeleton Army Witch Mother Witch
Mother Witch
Arrows Giant Skeleton

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.

Fireball
Skeleton Army Witch
Skeleton Army Witch Giant Skeleton
Skeleton Army Witch
Arrows Fireball Skeleton Army Giant Skeleton
Arrows Fireball Skeleton Army Electro Spirit Mother Witch
Electro Spirit Arrows Fireball Witch
Electro Spirit Arrows Fireball Giant Skeleton
Witch Skeleton Army
Skeleton Army Giant Skeleton
Skeleton Army Witch Mother Witch Electro Spirit Arrows Fireball Giant Skeleton
Arrows Fireball Witch
Skeleton Army Fireball Witch Giant Skeleton
Fireball Skeleton Army Electro Spirit Arrows Witch
Skeleton Army
Skeleton Army Fireball
Arrows Fireball Skeleton Army Witch
Arrows Fireball Electro Spirit Skeleton Army Witch
Arrows Witch Electro Spirit Fireball Giant Skeleton Mother Witch
Skeleton Army Electro Spirit Arrows Fireball Witch Giant Skeleton Mother Witch

Counters to secondary win conditions

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

Skeleton Army Fireball Witch Giant Skeleton
Fireball Arrows
Skeleton Army Giant Skeleton Witch
Skeleton Army Giant Skeleton Fireball
Giant Skeleton Skeleton Army Witch
Arrows Fireball Mother Witch Electro Spirit Witch
Skeleton Army Fireball Witch Giant Skeleton
Giant Skeleton Skeleton Army
Giant Skeleton Electro Spirit Fireball Skeleton Army Witch
Witch Skeleton Army
Witch Giant Skeleton
Skeleton Army Arrows Fireball Giant Skeleton
Skeleton Army Giant Skeleton Fireball Witch
Fireball Skeleton Army Witch
Skeleton Army Witch Electro Spirit Fireball Giant Skeleton
Arrows Electro Spirit Fireball Witch Giant Skeleton Mother Witch
Electro Spirit Arrows 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 Arrows Giant Skeleton
Arrows Fireball
Arrows Fireball Giant Skeleton
Arrows Fireball Giant Skeleton
Fireball Arrows
Arrows Fireball Mother Witch Electro Spirit Witch
Arrows Witch
Arrows Fireball
Arrows Fireball
Fireball
Arrows Fireball
Fireball Arrows
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Witch Mother Witch
Fireball Giant Skeleton
Arrows Fireball
Arrows Fireball
Arrows Mother Witch Electro Spirit Fireball Witch
Witch
Arrows Fireball Witch
Fireball Arrows Witch
Fireball Arrows
Arrows Fireball Witch Mother Witch
Electro Spirit Fireball Witch
Fireball
Arrows Fireball
Electro Spirit Arrows Fireball
Giant Skeleton
Arrows Fireball
Electro Spirit Fireball Skeleton Army Witch
Fireball Arrows Witch
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball Giant Skeleton
Electro Spirit Fireball Witch Giant Skeleton
Fireball Witch
Fireball Witch Giant Skeleton
Fireball

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