My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Goblin Gang Zappies Magic Archer

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.

Spear Goblins Zappies Golem Royal Ghost Magic Archer

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.

Giant Snowball Freeze

Punishments

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

Goblin Gang Royal Ghost

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.

Spear Goblins Goblin Gang Golem Royal Ghost 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.

Golem Royal Ghost 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
Spear Goblins Goblin Gang
Giant Snowball
Spear Goblins Goblin Gang Zappies
Zap
Spear Goblins Goblin Gang Zappies
Barbarian Barrel
Spear Goblins Goblin Gang Zappies Royal Ghost Magic Archer
The Log
Spear Goblins Goblin Gang Zappies
Earthquake
Spear Goblins Goblin Gang Zappies
Arrows
Spear Goblins Goblin Gang Zappies
Royal Delivery
Spear Goblins Goblin Gang Zappies Royal Ghost Magic Archer
Fireball
Goblin Gang Zappies Magic Archer
Poison
Spear Goblins Goblin Gang Zappies Magic Archer
Lightning
Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Freeze Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Freeze Royal Ghost Magic Archer

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.

Spear Goblins Freeze Golem Royal Ghost

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.

Goblin Gang

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.

Spear Goblins Giant Snowball Goblin Gang Royal Ghost Zappies Freeze Magic Archer Golem

Shortest cycle

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

10 Spear Goblins Giant Snowball Goblin Gang Royal Ghost

Attack Synergies 0 14

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.

Spear Goblins
Giant Snowball Goblin Gang Zappies Golem Royal Ghost
Giant Snowball
Spear Goblins Golem Royal Ghost Magic Archer
Goblin Gang
Spear Goblins Golem Royal Ghost
Zappies
Spear Goblins Golem Royal Ghost
Freeze
Golem
Spear Goblins Giant Snowball Goblin Gang Zappies Magic Archer
Royal Ghost
Spear Goblins Giant Snowball Goblin Gang Zappies Magic Archer
Magic Archer
Giant Snowball Golem Royal Ghost

Defense Synergies 1 9

Spear Goblins
Giant Snowball Goblin Gang Zappies Royal Ghost
Giant Snowball
Goblin Gang Spear Goblins Zappies Royal Ghost Magic Archer
Goblin Gang
Giant Snowball Spear Goblins Zappies Magic Archer
Zappies
Spear Goblins Giant Snowball Goblin Gang
Freeze
Golem
Royal Ghost
Spear Goblins Giant Snowball
Magic Archer
Giant Snowball Goblin Gang

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.

Spear Goblins Zappies Magic Archer
Goblin Gang Zappies
Goblin Gang Giant Snowball Zappies Freeze
Goblin Gang Zappies
Goblin Gang Freeze Spear Goblins Giant Snowball Zappies Royal Ghost Magic Archer
Giant Snowball Spear Goblins Goblin Gang Zappies Freeze Magic Archer
Magic Archer
Zappies Goblin Gang
Goblin Gang Spear Goblins Giant Snowball Zappies Royal Ghost
Goblin Gang Spear Goblins Giant Snowball Zappies Freeze Royal Ghost Magic Archer
Spear Goblins Giant Snowball Goblin Gang Zappies Magic Archer
Giant Snowball Goblin Gang Zappies Freeze
Giant Snowball Goblin Gang Zappies Freeze Royal Ghost Magic Archer
Goblin Gang Zappies
Giant Snowball Goblin Gang Zappies Freeze
Goblin Gang Zappies
Spear Goblins Giant Snowball Goblin Gang Zappies Royal Ghost Magic Archer
Giant Snowball Freeze Spear Goblins Zappies Royal Ghost Magic Archer
Zappies
Goblin Gang Royal Ghost Spear Goblins Giant Snowball Zappies

Counters to secondary win conditions

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

Goblin Gang Spear Goblins Giant Snowball Zappies Royal Ghost
Giant Snowball Goblin Gang Royal Ghost Magic Archer
Goblin Gang Zappies Spear Goblins
Goblin Gang Zappies
Goblin Gang Zappies
Giant Snowball Goblin Gang Zappies Freeze Magic Archer
Goblin Gang Spear Goblins Zappies
Zappies
Freeze Spear Goblins Giant Snowball Zappies Magic Archer
Goblin Gang Zappies
Zappies
Giant Snowball
Goblin Gang Zappies
Zappies Magic Archer
Goblin Gang Zappies Spear Goblins Freeze Magic Archer
Giant Snowball Zappies Freeze Royal Ghost Magic Archer

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 Freeze Royal Ghost
Giant Snowball Royal Ghost Magic Archer
Magic Archer
Freeze
Giant Snowball Magic Archer
Spear Goblins Giant Snowball Freeze Magic Archer
Magic Archer
Giant Snowball Freeze Magic Archer
Giant Snowball
Giant Snowball Goblin Gang
Magic Archer
Giant Snowball Magic Archer
Giant Snowball Magic Archer
Freeze Magic Archer
Giant Snowball Magic Archer
Spear Goblins Giant Snowball Magic Archer
Magic Archer
Giant Snowball Freeze
Giant Snowball Magic Archer
Giant Snowball Magic Archer
Magic Archer
Giant Snowball
Giant Snowball
Giant Snowball Freeze Magic Archer
Giant Snowball Royal Ghost Magic Archer
Giant Snowball Magic Archer
Magic Archer
Giant Snowball Magic Archer
Giant Snowball Zappies Freeze
Giant Snowball
Giant Snowball Magic Archer
Giant Snowball Zappies Freeze Magic Archer
Giant Snowball Magic Archer
Spear Goblins Goblin Gang Zappies Freeze Magic Archer
Giant Snowball Zappies Magic Archer
Freeze
Goblin Gang Magic Archer
Giant Snowball Magic Archer
Giant Snowball
Giant Snowball Goblin Gang Zappies Freeze Magic Archer
Giant Snowball Zappies Magic Archer
Giant Snowball Freeze Royal Ghost Magic Archer

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