My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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!
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 Wizard Witch Princess

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.

Bats Wizard Witch Princess Skeleton King

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 The Log

Punishments

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

Princess

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.

Princess Skeleton King

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
Bats Skeleton Army Skeleton King
Giant Snowball
Bats Skeleton Army Witch Princess Skeleton King
Zap
Bats Skeleton Army Witch Princess Skeleton King
Barbarian Barrel
Wizard Skeleton Army Witch Princess Skeleton King
The Log
Skeleton Army Witch Princess Skeleton King
Earthquake
Skeleton Army Witch Skeleton King
Arrows
Bats Skeleton Army Witch Princess Skeleton King
Royal Delivery
Bats Wizard Skeleton Army Witch Princess Skeleton King
Fireball
Wizard Skeleton Army Witch Princess Skeleton King
Poison
Bats Wizard Skeleton Army Witch Princess Skeleton King
Lightning
Wizard Witch Skeleton King
Rocket
Wizard Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch Princess

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard The Log Princess Skeleton King

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.

Bats Arrows Skeleton Army Princess

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 Princess

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Arrows Skeleton Army Princess Skeleton King Wizard Witch

Shortest cycle

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

10 Bats The Log Arrows Skeleton Army

Attack Synergies 1 3

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.

Bats
Skeleton King
Arrows
Wizard
Skeleton Army
Skeleton King
Witch
Skeleton King
The Log
Princess
Princess
The Log
Skeleton King
Skeleton Army Bats Witch

Defense Synergies 0 11

Bats
The Log Skeleton King
Arrows
Wizard
Skeleton Army The Log Skeleton King
Skeleton Army
Wizard The Log Princess Skeleton King
Witch
The Log
The Log
Bats Wizard Skeleton Army Witch Princess
Princess
Skeleton Army The Log Skeleton King
Skeleton King
Bats Wizard Skeleton Army Princess

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 The Log
Skeleton Army Bats Witch The Log
Skeleton Army Witch Bats
Skeleton Army Witch Bats Skeleton King
Arrows Skeleton Army The Log Princess
Arrows Skeleton Army The Log Bats
Bats Arrows Wizard Witch Princess
Arrows The Log
Witch Skeleton Army Princess Skeleton King
Skeleton Army
Bats Skeleton Army Witch Arrows Wizard The Log Princess Skeleton King
Arrows Bats Wizard Witch Princess
Skeleton Army Bats Wizard Witch The Log
Wizard Skeleton Army Bats Arrows Witch The Log Princess Skeleton King
Skeleton Army Skeleton King
Skeleton Army The Log
Wizard Bats Arrows Skeleton Army Witch
Arrows Bats Wizard Skeleton Army Witch The Log
Arrows Wizard Witch The Log Bats Princess
Wizard Skeleton Army Bats Arrows Witch The Log

Counters to secondary win conditions

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

Skeleton Army Witch
Arrows Wizard The Log
Skeleton Army Bats Witch The Log
Skeleton Army Bats The Log
Skeleton Army Witch
Arrows Wizard Bats Witch Princess
Skeleton Army Bats Witch
Skeleton Army
Bats Skeleton Army Witch The Log
Witch Skeleton Army
Bats Witch
Skeleton Army Arrows The Log
Skeleton Army Wizard Witch Skeleton King
Wizard Skeleton Army Witch Princess
Skeleton Army Witch Bats The Log Skeleton King
Bats Arrows Wizard Witch The Log Princess Skeleton King
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.)

Princess Arrows The Log
Arrows The Log Princess
Arrows The Log
Arrows The Log
Wizard Arrows The Log
Arrows Wizard Bats Witch Princess
Arrows Wizard Witch The Log Princess
Arrows The Log Wizard Princess
Arrows The Log Wizard
Bats
Arrows Wizard The Log Princess
Arrows Wizard Princess
The Log Princess
Arrows Princess
Princess Arrows The Log
Arrows Wizard Witch The Log Princess
Arrows Wizard The Log Princess
Arrows
Bats
Arrows Wizard The Log Princess
Arrows Wizard Witch The Log Princess
The Log
Arrows Wizard Princess
The Log
Arrows The Log
Arrows The Log Wizard Witch Princess
Witch
Arrows The Log Wizard Witch Princess
Arrows Wizard Witch The Log Princess
Arrows The Log
Bats Arrows Wizard Witch Princess
Bats Wizard Witch
Arrows Wizard The Log
Arrows Princess
Arrows Wizard The Log Princess
Bats Skeleton Army Witch Princess
Arrows Wizard Witch Princess
Arrows The Log
Wizard Princess
Arrows The Log Wizard Princess Skeleton King
Arrows
Bats Witch The Log Princess Skeleton King
Bats Witch Princess
Witch The Log Princess

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