My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
Good

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 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!
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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Rascals Witch Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Rascals Suspicious Bush Witch Golem Electro Wizard

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap Arrows

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.

Rascals Golem

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.

Golem Electro Wizard

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
Giant Snowball
Cannon Witch
Zap
Cannon Witch
Barbarian Barrel
Cannon Rascals Witch Electro Wizard
The Log
Cannon Rascals Suspicious Bush Witch
Earthquake
Cannon Witch
Arrows
Rascals Suspicious Bush Witch
Royal Delivery
Rascals Witch Electro Wizard
Fireball
Cannon Rascals Suspicious Bush Witch Electro Wizard
Poison
Cannon Rascals Suspicious Bush Witch Electro Wizard
Lightning
Cannon Witch Electro Wizard
Rocket
Rascals Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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.

Arrows Suspicious Bush Golem

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.

Witch 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Suspicious Bush Arrows Cannon Electro Wizard Rascals Witch Golem

Shortest cycle

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

10 Zap Suspicious Bush Arrows Cannon

Attack Synergies 3 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.

Zap
Arrows Electro Wizard Witch Golem
Arrows
Zap Golem
Cannon
Rascals
Electro Wizard
Suspicious Bush
Witch
Zap Golem
Golem
Arrows Zap Witch Electro Wizard
Electro Wizard
Zap Rascals Golem

Defense Synergies 2 8

Zap
Cannon Electro Wizard Arrows Rascals Witch
Arrows
Zap Cannon
Cannon
Zap Arrows Rascals Witch Electro Wizard
Rascals
Zap Cannon
Suspicious Bush
Witch
Zap Cannon Electro Wizard
Golem
Electro Wizard
Zap Cannon 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.

Zap Cannon Electro Wizard
Zap Cannon Rascals Witch Electro Wizard
Cannon Witch Rascals Electro Wizard
Cannon Witch Rascals Electro Wizard
Arrows
Arrows Zap Cannon Rascals Electro Wizard
Electro Wizard Zap Arrows Cannon Rascals Witch
Zap Arrows Cannon Rascals Electro Wizard
Cannon Witch Rascals
Cannon Rascals Electro Wizard
Witch Electro Wizard Zap Arrows Cannon Rascals
Arrows Zap Rascals Witch Electro Wizard
Cannon Zap Rascals Witch Electro Wizard
Zap Arrows Cannon Rascals Witch Electro Wizard
Cannon Rascals Electro Wizard
Zap Cannon Rascals Electro Wizard
Arrows Cannon Rascals Witch Electro Wizard
Arrows Cannon Zap Rascals Witch Electro Wizard
Zap Arrows Witch Cannon Rascals Electro Wizard
Cannon Electro Wizard
Rascals Arrows Cannon Witch Electro Wizard
Cannon

Counters to secondary win conditions

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

Rascals Zap Witch Electro Wizard
Electro Wizard Zap Arrows
Zap Rascals Witch Electro Wizard
Zap Rascals Electro Wizard
Cannon Rascals Witch
Arrows Zap Rascals Witch Electro Wizard
Rascals Witch Electro Wizard
Rascals
Zap Electro Wizard Witch
Witch Cannon
Rascals Witch
Zap Arrows Electro Wizard
Rascals Cannon Witch
Cannon Rascals Witch
Rascals Witch Electro Wizard Zap
Arrows Zap Cannon Rascals Witch Electro Wizard
Zap Arrows Cannon 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.)

Arrows Rascals
Arrows Zap Electro Wizard
Arrows
Arrows Rascals
Zap Arrows
Arrows Zap Witch
Arrows Witch
Arrows Zap
Arrows Zap
Electro Wizard
Zap Arrows Electro Wizard
Zap Arrows
Arrows
Zap Arrows
Zap Arrows Witch
Arrows
Arrows
Zap Arrows Electro Wizard
Zap Arrows Witch
Arrows
Zap Arrows
Zap Arrows Witch
Witch
Arrows Zap Witch Electro Wizard
Zap Arrows Witch
Zap Arrows
Zap Arrows Witch Electro Wizard
Zap Electro Wizard Witch
Zap Arrows
Zap Arrows Electro Wizard
Arrows
Zap Electro Wizard Witch
Zap Arrows Witch Electro Wizard
Arrows
Rascals Electro Wizard
Arrows Zap
Zap Arrows
Zap Rascals Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Electro Wizard

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