My Best Clash Royale Deck

Deck Check Rating

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

3 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 anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash 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 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 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.

Minion Horde Electro Wizard Night 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.

Royal Recruits Electro Wizard Night Witch Mother Witch Monk

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.

Rage

Punishments

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

Royal Recruits

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.

Barbarians Minion Horde Royal Recruits

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 Wizard Monk

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
Minion Horde Royal Recruits Night Witch
Giant Snowball
Barbarians Minion Horde Royal Recruits Night Witch
Zap
Minion Horde Night Witch
Barbarian Barrel
Barbarians Royal Recruits Electro Wizard Night Witch
The Log
Barbarians Royal Recruits
Earthquake
Barbarians
Arrows
Minion Horde Royal Recruits Night Witch
Royal Delivery
Barbarians Minion Horde Royal Recruits Electro Wizard Night Witch Mother Witch
Fireball
Barbarians Minion Horde Electro Wizard Night Witch Mother Witch
Poison
Barbarians Minion Horde Royal Recruits Electro Wizard Night Witch Mother Witch
Lightning
Electro Wizard Night Witch Mother Witch Monk
Rocket
Barbarians Minion Horde Night Witch

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Royal Recruits Rage Night Witch Mother Witch

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.

Barbarians Minion Horde Electro 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.

Rage Electro Wizard Night Witch Mother Witch Barbarians Minion Horde Monk Royal Recruits

Shortest cycle

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

14 Rage Electro Wizard Night Witch Mother Witch

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.

Barbarians
Minion Horde
Rage
Royal Recruits
Electro Wizard
Rage
Minion Horde Electro Wizard Night Witch Mother Witch
Electro Wizard
Royal Recruits Rage
Night Witch
Rage Monk
Mother Witch
Rage
Monk
Night Witch

Defense Synergies 0 3

Barbarians
Minion Horde
Minion Horde
Barbarians
Royal Recruits
Rage
Electro Wizard
Night Witch
Night Witch
Electro Wizard Mother Witch
Mother Witch
Night Witch
Monk

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.

Minion Horde Royal Recruits Electro Wizard
Barbarians Minion Horde Royal Recruits Electro Wizard Night Witch Monk
Barbarians Minion Horde Royal Recruits Electro Wizard Night Witch
Barbarians Minion Horde Royal Recruits Night Witch Electro Wizard Monk
Barbarians Royal Recruits Monk
Electro Wizard Night Witch Mother Witch
Minion Horde Electro Wizard Night Witch
Barbarians Royal Recruits Electro Wizard Monk
Barbarians Minion Horde Royal Recruits Night Witch
Barbarians Minion Horde Royal Recruits Electro Wizard Night Witch
Barbarians Minion Horde Electro Wizard Mother Witch Royal Recruits Night Witch
Minion Horde Electro Wizard Night Witch
Barbarians Minion Horde Royal Recruits Night Witch Electro Wizard
Barbarians Minion Horde Royal Recruits Electro Wizard Night Witch
Barbarians Royal Recruits Minion Horde Electro Wizard
Barbarians Minion Horde Monk Royal Recruits Electro Wizard
Barbarians Minion Horde Royal Recruits Electro Wizard Night Witch
Barbarians Minion Horde Royal Recruits Electro Wizard Night Witch
Barbarians Royal Recruits Electro Wizard Mother Witch
Barbarians Royal Recruits Electro Wizard
Royal Recruits Barbarians Minion Horde Electro Wizard Night Witch Mother Witch

Counters to secondary win conditions

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

Barbarians Royal Recruits Electro Wizard
Electro Wizard Monk
Barbarians Royal Recruits Minion Horde Electro Wizard
Royal Recruits Barbarians Minion Horde Electro Wizard Night Witch Monk
Barbarians Royal Recruits Minion Horde Night Witch
Mother Witch Minion Horde Electro Wizard Monk
Royal Recruits Barbarians Minion Horde Electro Wizard Night Witch
Barbarians Minion Horde Royal Recruits
Minion Horde Royal Recruits Electro Wizard Barbarians Monk
Royal Recruits Barbarians Minion Horde
Barbarians Minion Horde Royal Recruits
Royal Recruits Monk Barbarians Electro Wizard
Barbarians Royal Recruits Minion Horde Night Witch
Royal Recruits Barbarians Minion Horde
Barbarians Royal Recruits Electro Wizard Minion Horde Night Witch Monk
Barbarians Minion Horde Royal Recruits Electro Wizard Mother Witch
Electro Wizard

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.)

Minion Horde Royal Recruits Monk
Monk Electro Wizard
Minion Horde
Barbarians Royal Recruits
Minion Horde
Mother Witch Minion Horde Monk
Minion Horde
Monk
Minion Horde Electro Wizard Night Witch
Monk Minion Horde Royal Recruits Electro Wizard
Monk
Minion Horde Monk
Minion Horde
Minion Horde Royal Recruits
Monk
Minion Horde Night Witch
Electro Wizard Monk
Mother Witch Monk
Minion Horde Night Witch Monk
Monk
Barbarians Minion Horde Royal Recruits Monk
Mother Witch
Minion Horde
Electro Wizard Monk
Monk
Minion Horde Electro Wizard Night Witch Mother Witch
Electro Wizard Minion Horde
Minion Horde Night Witch
Minion Horde Night Witch
Minion Horde Electro Wizard Monk
Minion Horde
Monk
Minion Horde Electro Wizard Barbarians Royal Recruits Night Witch
Electro Wizard Monk
Minion Horde Electro Wizard
Monk
Minion Horde Royal Recruits
Minion Horde Royal Recruits Electro Wizard
Electro Wizard
Royal Recruits Electro Wizard Monk
Monk

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