My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
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 Inferno Dragon Magic Archer 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 Inferno Dragon Magic Archer 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.

Rage

Punishments

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

Elite Barbarians

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.

Elite Barbarians Magic Archer

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.

Elite Barbarians Magic Archer

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 Elite Barbarians Skeleton Army Inferno Dragon
Giant Snowball
Bats Skeleton Army Inferno Dragon
Zap
Bats Skeleton Army Inferno Dragon
Barbarian Barrel
Elite Barbarians Skeleton Army Magic Archer
The Log
Elite Barbarians Skeleton Army
Earthquake
Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Elite Barbarians Skeleton Army Inferno Dragon Magic Archer Mother Witch
Fireball
Elite Barbarians Skeleton Army Inferno Dragon Magic Archer Mother Witch
Poison
Bats Skeleton Army Magic Archer Mother Witch
Lightning
Elite Barbarians Inferno Dragon Magic Archer Mother Witch
Rocket
Elite Barbarians Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer

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 Rage Skeleton Army Inferno Dragon 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.

Elite Barbarians Skeleton Army

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.

Mirror Bats Rage Skeleton Army Inferno Dragon Magic Archer Mother Witch Elite Barbarians

Shortest cycle

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

7 Mirror Bats Rage Skeleton Army

Attack Synergies 1 7

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
Elite Barbarians Rage Inferno Dragon
Elite Barbarians
Rage Bats
Mirror
Skeleton Army Magic Archer
Rage
Elite Barbarians Bats Mother Witch
Skeleton Army
Mirror
Inferno Dragon
Bats
Magic Archer
Mirror Mother Witch
Mother Witch
Rage Magic Archer

Defense Synergies 2 6

Bats
Inferno Dragon
Elite Barbarians
Mother Witch
Mirror
Skeleton Army Inferno Dragon Magic Archer
Rage
Skeleton Army
Mirror Inferno Dragon Magic Archer
Inferno Dragon
Bats Mirror Skeleton Army
Magic Archer
Mirror Skeleton Army Mother Witch
Mother Witch
Elite Barbarians Magic Archer

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.

Magic Archer
Elite Barbarians Skeleton Army Inferno Dragon Bats
Skeleton Army Bats Elite Barbarians Inferno Dragon
Elite Barbarians Skeleton Army Inferno Dragon Bats
Elite Barbarians Skeleton Army
Skeleton Army Bats Magic Archer Mother Witch
Bats Inferno Dragon Magic Archer
Magic Archer
Inferno Dragon Elite Barbarians Skeleton Army
Elite Barbarians Skeleton Army
Bats Skeleton Army Mother Witch Magic Archer
Inferno Dragon Bats Magic Archer
Skeleton Army Bats Elite Barbarians
Skeleton Army Bats Magic Archer
Elite Barbarians Skeleton Army Inferno Dragon
Skeleton Army Elite Barbarians Inferno Dragon
Bats Elite Barbarians Skeleton Army
Bats Elite Barbarians Skeleton Army Magic Archer
Bats Inferno Dragon Magic Archer Mother Witch
Elite Barbarians Inferno Dragon
Skeleton Army Bats Elite Barbarians Mother Witch
Inferno Dragon

Counters to secondary win conditions

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

Skeleton Army Elite Barbarians
Elite Barbarians Inferno Dragon Magic Archer
Skeleton Army Bats Elite Barbarians
Skeleton Army Bats Elite Barbarians
Elite Barbarians Skeleton Army Inferno Dragon
Mother Witch Bats Magic Archer
Skeleton Army Bats Elite Barbarians
Elite Barbarians Skeleton Army Inferno Dragon
Bats Elite Barbarians Skeleton Army Inferno Dragon Magic Archer
Skeleton Army Inferno Dragon
Inferno Dragon Bats Elite Barbarians
Skeleton Army Elite Barbarians
Elite Barbarians Skeleton Army
Skeleton Army Magic Archer
Elite Barbarians Skeleton Army Bats Inferno Dragon Magic Archer
Bats Elite Barbarians Inferno Dragon Magic Archer Mother Witch

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.)

Magic Archer
Magic Archer
Magic Archer
Magic Archer
Mother Witch Bats Magic Archer
Magic Archer
Magic Archer
Bats Elite Barbarians
Magic Archer
Magic Archer
Elite Barbarians Magic Archer
Magic Archer
Elite Barbarians Magic Archer
Magic Archer
Magic Archer
Bats
Magic Archer
Magic Archer Mother Witch
Magic Archer
Mother Witch Magic Archer
Inferno Dragon
Magic Archer
Magic Archer
Magic Archer
Elite Barbarians Bats Magic Archer Mother Witch
Bats
Elite Barbarians
Magic Archer
Magic Archer
Magic Archer
Bats Skeleton Army Magic Archer
Magic Archer
Magic Archer
Magic Archer
Elite Barbarians
Bats Elite Barbarians Magic Archer
Bats Magic Archer
Magic Archer
Inferno Dragon

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