My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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 high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Night 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.

Bomber Giant Fisherman Night Witch Monk

Offensive cards

Win conditions

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

Giant Graveyard

Damage spells

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

Zap Void

Punishments

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

Giant Graveyard

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Void Graveyard

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Giant

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.

Graveyard 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
Bomber Giant Fisherman Night Witch Graveyard
Giant Snowball
Bomber Fisherman Night Witch Graveyard
Zap
Bomber Fisherman Night Witch Graveyard
Barbarian Barrel
Bomber Night Witch Graveyard
The Log
Bomber Fisherman Graveyard
Earthquake
Bomber Graveyard
Arrows
Bomber Night Witch Graveyard
Royal Delivery
Bomber Fisherman Night Witch Graveyard
Fireball
Bomber Fisherman Night Witch
Poison
Bomber Fisherman Night Witch Graveyard
Lightning
Fisherman Night Witch Monk
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap

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.

Night 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.

Graveyard

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.

Bomber Zap Void Fisherman Night Witch Giant Graveyard Monk

Shortest cycle

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

10 Bomber Zap Void Fisherman

Attack Synergies 6 10

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.

Bomber
Giant Zap Graveyard Monk
Zap
Giant Void Graveyard Bomber Fisherman Night Witch
Giant
Bomber Zap Night Witch Graveyard Void Fisherman
Void
Zap Giant
Fisherman
Zap Giant Graveyard
Night Witch
Giant Zap Graveyard Monk
Graveyard
Zap Giant Bomber Fisherman Night Witch
Monk
Bomber Night Witch

Defense Synergies 0 6

Bomber
Zap Fisherman
Zap
Bomber Void Fisherman Night Witch
Giant
Void
Zap
Fisherman
Bomber Zap Monk
Night Witch
Zap
Graveyard
Monk
Fisherman

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.

Bomber Zap Void
Bomber Zap Fisherman Night Witch Monk
Fisherman Bomber Void Night Witch
Night Witch Bomber Fisherman Monk
Bomber Monk
Bomber Zap Night Witch
Zap Void Night Witch
Zap Void Monk
Fisherman Night Witch
Bomber Fisherman Night Witch
Bomber Zap Fisherman Night Witch
Zap Night Witch
Night Witch Bomber Zap
Bomber Zap Night Witch
Monk Zap Fisherman
Bomber Fisherman Night Witch
Bomber Zap Fisherman Night Witch
Zap Bomber Fisherman
Fisherman
Bomber Fisherman Night Witch

Counters to secondary win conditions

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

Zap Void Fisherman
Void Bomber Zap Fisherman Monk
Zap Fisherman
Zap Fisherman Night Witch Monk
Fisherman Night Witch
Zap Monk
Void Night Witch
Fisherman
Zap Void Monk
Monk Zap Void
Night Witch
Bomber
Bomber Zap Fisherman Night Witch Monk
Bomber Zap
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 Monk
Void Monk Zap Fisherman
Void
Void
Bomber Zap
Zap Monk
Bomber
Zap
Void Monk Zap Fisherman
Void Fisherman Night Witch
Void Monk Zap Fisherman
Void Monk Zap
Void Fisherman
Void Fisherman Monk
Zap Fisherman
Bomber Zap
Monk
Bomber Fisherman Night Witch
Void Bomber Zap Fisherman Monk
Bomber Zap Monk
Void Night Witch Monk
Void
Void Fisherman Monk
Zap Void Monk
Zap Bomber
Fisherman
Void Zap Fisherman Monk
Void Zap Fisherman Monk
Void Zap Fisherman
Zap Night Witch
Zap Void
Void Night Witch
Void Bomber Zap Night Witch
Zap Void Monk
Monk
Zap Void Night Witch
Zap Monk
Void
Bomber Zap
Void Monk Zap
Zap
Zap Void
Void Zap Monk

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