My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Zappies 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.

Bats Royal Giant Zappies Goblin Demolisher Fisherman Night Witch Mother Witch

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Void

Punishments

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

Royal Giant

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.

Royal Giant

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 Royal Giant Goblin Demolisher Fisherman Night Witch
Giant Snowball
Bats Zappies Fisherman Night Witch
Zap
Bats Royal Giant Zappies Fisherman Night Witch
Barbarian Barrel
Zappies Night Witch
The Log
Royal Giant Zappies Goblin Demolisher Fisherman
Earthquake
Zappies
Arrows
Bats Zappies Night Witch
Royal Delivery
Bats Zappies Goblin Demolisher Fisherman Night Witch Mother Witch
Fireball
Zappies Fisherman Night Witch Mother Witch
Poison
Bats Zappies Fisherman Night Witch Mother Witch
Lightning
Fisherman Night Witch Mother Witch
Rocket
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.

Goblin Demolisher

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.

Bats Goblin Demolisher Night Witch 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.

Royal Giant

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Void Fisherman Zappies Goblin Demolisher Night Witch Mother Witch Royal Giant

Shortest cycle

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

12 Bats Void Fisherman Zappies

Attack Synergies 3 4

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
Royal Giant Fisherman
Royal Giant
Bats Fisherman Mother Witch Zappies Void Night Witch
Zappies
Royal Giant
Goblin Demolisher
Void
Royal Giant
Fisherman
Royal Giant Bats
Night Witch
Royal Giant
Mother Witch
Royal Giant

Defense Synergies 0 6

Bats
Zappies Fisherman
Royal Giant
Zappies
Bats Fisherman Mother Witch
Goblin Demolisher
Void
Fisherman
Bats Zappies Mother Witch
Night Witch
Mother Witch
Mother Witch
Zappies Fisherman Night Witch

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.

Zappies Void
Bats Zappies Fisherman Night Witch
Fisherman Bats Zappies Void Night Witch
Night Witch Bats Zappies Fisherman
Bats Zappies Night Witch Mother Witch
Bats Zappies Void Night Witch
Void
Zappies Fisherman Night Witch
Zappies Fisherman Night Witch
Bats Mother Witch Zappies Fisherman Night Witch
Bats Zappies Night Witch
Night Witch Bats Zappies
Bats Zappies Night Witch
Zappies
Zappies Fisherman
Bats Zappies Fisherman Night Witch
Bats Zappies Fisherman Night Witch
Bats Zappies Fisherman Mother Witch
Zappies Fisherman
Bats Zappies Fisherman Night Witch Mother Witch

Counters to secondary win conditions

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

Zappies Void Fisherman
Void Fisherman
Zappies Bats Fisherman
Bats Zappies Fisherman Night Witch
Zappies Fisherman Night Witch
Mother Witch Bats Zappies
Bats Zappies Void Night Witch
Zappies Fisherman
Void Bats Zappies
Zappies
Bats Zappies
Void
Zappies Night Witch
Zappies
Zappies Bats Fisherman Night Witch
Bats Zappies Mother Witch
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
Void Fisherman
Void
Void
Mother Witch Bats
Void Fisherman
Bats Void Fisherman Night Witch
Void Fisherman
Void
Void Fisherman
Void Fisherman
Fisherman
Bats Fisherman Night Witch
Void Fisherman
Mother Witch
Void Night Witch
Void
Void Fisherman
Void
Mother Witch
Fisherman
Void Fisherman
Void Fisherman
Void Fisherman
Bats Night Witch Mother Witch
Bats Zappies Void
Void Night Witch
Void Night Witch
Void Zappies
Bats Zappies Void Night Witch
Zappies
Void
Void
Bats Zappies
Bats Zappies Void
Void

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