My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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 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!
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!
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.

Archers Flying Machine 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.

Archers Knight Royal Recruits Battle Ram Flying Machine Witch

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows

Punishments

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

Royal Recruits Battle Ram

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 Royal Recruits Battle Ram Flying Machine

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
Archers Royal Recruits Battle Ram Guards
Giant Snowball
Archers Royal Recruits Battle Ram Flying Machine Guards Witch
Zap
Archers Battle Ram Flying Machine Guards Witch
Barbarian Barrel
Archers Knight Royal Recruits Battle Ram Guards Witch
The Log
Archers Royal Recruits Battle Ram Guards Witch
Earthquake
Archers Guards Witch
Arrows
Archers Royal Recruits Flying Machine Guards Witch
Royal Delivery
Archers Knight Royal Recruits Battle Ram Flying Machine Guards Witch
Fireball
Archers Battle Ram Flying Machine Witch
Poison
Archers Royal Recruits Flying Machine Guards Witch
Lightning
Knight Battle Ram Witch
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Arrows Knight Royal Recruits Battle Ram Guards

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.

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Knight Guards Battle Ram Flying Machine Witch Royal Recruits

Shortest cycle

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

12 Archers Arrows Knight Guards

Attack Synergies 2 11

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.

Archers
Knight Arrows Royal Recruits Battle Ram
Arrows
Archers Knight Battle Ram
Knight
Archers Battle Ram Arrows Flying Machine Witch
Royal Recruits
Archers Battle Ram Flying Machine
Battle Ram
Knight Archers Arrows Royal Recruits Flying Machine Witch
Flying Machine
Knight Royal Recruits Battle Ram
Guards
Witch
Knight Battle Ram

Defense Synergies 1 8

Archers
Knight Royal Recruits Guards Witch
Arrows
Knight
Knight
Archers Arrows Flying Machine Witch
Royal Recruits
Archers
Battle Ram
Flying Machine
Knight Guards
Guards
Archers Flying Machine Witch
Witch
Archers Knight Guards

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 Royal Recruits Flying Machine
Knight Royal Recruits Flying Machine Witch
Witch Archers Knight Royal Recruits
Royal Recruits Witch Knight Guards
Arrows Royal Recruits
Arrows Archers Flying Machine Guards
Archers Arrows Flying Machine Witch
Arrows Royal Recruits Flying Machine
Witch Royal Recruits
Knight Guards Archers Royal Recruits
Archers Guards Witch Arrows Knight Royal Recruits Flying Machine
Arrows Archers Flying Machine Witch
Royal Recruits Knight Flying Machine Guards Witch
Arrows Royal Recruits Guards Witch
Royal Recruits Knight
Royal Recruits
Arrows Knight Royal Recruits Witch
Arrows Archers Knight Royal Recruits Flying Machine Guards Witch
Arrows Witch Archers Knight Royal Recruits Flying Machine Guards
Royal Recruits
Royal Recruits Archers Arrows Knight Flying Machine Guards Witch

Counters to secondary win conditions

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

Knight Royal Recruits Guards Archers Witch
Archers Arrows Knight Flying Machine
Royal Recruits Guards Knight Witch
Royal Recruits Guards Knight
Royal Recruits Knight Guards Witch
Arrows Archers Flying Machine Witch
Royal Recruits Guards Archers Knight Flying Machine Witch
Knight Royal Recruits
Royal Recruits Knight Flying Machine Witch
Royal Recruits Witch Guards
Knight Royal Recruits Flying Machine Guards Witch
Royal Recruits Arrows Guards
Royal Recruits Knight Guards Witch
Royal Recruits Archers Flying Machine Witch
Royal Recruits Guards Witch Archers Knight Flying Machine
Arrows Archers Royal Recruits Flying Machine Witch
Arrows

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.)

Arrows Knight Royal Recruits Flying Machine Guards
Arrows Flying Machine
Arrows Flying Machine
Arrows Knight Royal Recruits Flying Machine Guards
Arrows
Arrows Flying Machine Witch
Archers Arrows Flying Machine Witch
Arrows Flying Machine
Arrows Flying Machine
Guards
Arrows Knight Royal Recruits Flying Machine
Archers Arrows Flying Machine
Flying Machine Knight
Arrows Flying Machine
Arrows Flying Machine
Arrows Flying Machine Witch
Arrows Royal Recruits Flying Machine
Arrows
Archers Arrows Flying Machine
Arrows Flying Machine Witch
Arrows
Arrows Royal Recruits Flying Machine
Arrows Witch
Witch
Arrows Flying Machine Witch
Arrows Flying Machine Witch
Arrows
Archers Arrows Flying Machine Witch
Flying Machine Guards Witch
Arrows
Arrows
Arrows
Archers Royal Recruits Flying Machine Guards Witch
Archers Arrows Flying Machine Witch
Arrows
Knight Flying Machine
Arrows Flying Machine
Arrows
Royal Recruits Flying Machine
Royal Recruits Flying Machine Guards Witch
Flying Machine Witch
Royal Recruits Flying Machine Witch

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