My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Firecracker Ice Wizard

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.

Firecracker Royal Giant Ice Wizard Bandit

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.

Arrows Void

Punishments

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

Goblin Gang Royal Giant Bandit

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.

Electro Spirit Goblin Gang Royal Giant Bandit

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.

Electro Spirit Firecracker Bandit

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
Goblin Gang Royal Giant Bandit
Giant Snowball
Goblin Gang
Zap
Goblin Gang Firecracker Royal Giant Bandit
Barbarian Barrel
Electro Spirit Goblin Gang Firecracker Ice Wizard Bandit
The Log
Electro Spirit Goblin Gang Firecracker Royal Giant Bandit
Earthquake
Goblin Gang Firecracker
Arrows
Electro Spirit Goblin Gang Firecracker
Royal Delivery
Electro Spirit Goblin Gang Firecracker Ice Wizard Bandit
Fireball
Goblin Gang Firecracker Ice Wizard Bandit
Poison
Goblin Gang Firecracker Ice Wizard
Lightning
Ice Wizard Bandit
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Firecracker Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Firecracker Ice Wizard

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.

Electro Spirit Arrows Ice Wizard

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

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 Ice 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.

Electro Spirit Arrows Goblin Gang Firecracker Void Ice Wizard Bandit Royal Giant

Shortest cycle

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

10 Electro Spirit Arrows Goblin Gang Firecracker

Attack Synergies 4 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.

Electro Spirit
Royal Giant Bandit
Arrows
Royal Giant Void Bandit
Goblin Gang
Firecracker Royal Giant Bandit
Firecracker
Royal Giant Goblin Gang Bandit
Royal Giant
Arrows Firecracker Ice Wizard Electro Spirit Goblin Gang Void Bandit
Void
Arrows Royal Giant
Ice Wizard
Royal Giant Bandit
Bandit
Electro Spirit Arrows Goblin Gang Firecracker Royal Giant Ice Wizard

Defense Synergies 0 9

Electro Spirit
Arrows
Void Ice Wizard Bandit
Goblin Gang
Firecracker Ice Wizard Bandit
Firecracker
Goblin Gang Ice Wizard Bandit
Royal Giant
Void
Arrows
Ice Wizard
Arrows Goblin Gang Firecracker Bandit
Bandit
Arrows Goblin Gang Firecracker Ice Wizard

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.

Firecracker Void
Goblin Gang Firecracker Ice Wizard Bandit
Goblin Gang Void Ice Wizard Bandit
Goblin Gang Firecracker Ice Wizard Bandit
Arrows Firecracker
Arrows Goblin Gang Electro Spirit Firecracker Ice Wizard Bandit
Electro Spirit Arrows Goblin Gang Firecracker Void Ice Wizard
Electro Spirit Arrows Void Bandit
Goblin Gang Ice Wizard
Goblin Gang Firecracker Ice Wizard Bandit
Goblin Gang Ice Wizard Electro Spirit Arrows Firecracker Bandit
Arrows Goblin Gang Firecracker Ice Wizard
Goblin Gang Ice Wizard Bandit
Electro Spirit Arrows Goblin Gang Firecracker
Goblin Gang Bandit
Goblin Gang Bandit
Arrows Goblin Gang Firecracker
Arrows Electro Spirit Goblin Gang Firecracker Ice Wizard Bandit
Arrows Electro Spirit Firecracker Ice Wizard Bandit
Goblin Gang Electro Spirit Arrows Firecracker Bandit

Counters to secondary win conditions

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

Goblin Gang Void Bandit
Void Bandit Arrows Goblin Gang Firecracker
Goblin Gang Bandit
Goblin Gang Bandit
Goblin Gang Bandit
Arrows Firecracker Electro Spirit Goblin Gang Ice Wizard
Goblin Gang Void Ice Wizard Bandit
Void Electro Spirit Firecracker Bandit
Goblin Gang
Arrows Void
Goblin Gang Bandit
Firecracker
Goblin Gang Electro Spirit Firecracker
Arrows Electro Spirit Firecracker Ice 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.)

Void Arrows Firecracker Bandit
Arrows Firecracker Void Ice Wizard Bandit
Arrows Void Bandit
Arrows Firecracker Void
Arrows Firecracker
Arrows Firecracker Electro Spirit Ice Wizard
Arrows Firecracker
Arrows Firecracker Ice Wizard
Arrows Void Firecracker Bandit
Goblin Gang Void
Firecracker Void Arrows Bandit
Void Arrows Firecracker
Firecracker Void Bandit
Arrows Firecracker Void Bandit
Arrows Firecracker
Arrows Firecracker Bandit
Arrows Firecracker Bandit
Arrows
Void Arrows Firecracker Bandit
Arrows Firecracker
Void
Arrows Void
Void
Arrows Void
Arrows Firecracker Electro Spirit Ice Wizard
Arrows Firecracker Void Ice Wizard Bandit
Void Arrows Bandit
Void Arrows Firecracker Bandit
Arrows Firecracker Ice Wizard
Electro Spirit Firecracker Void
Void
Void Arrows Bandit
Void Electro Spirit Arrows Firecracker
Arrows Firecracker
Electro Spirit Goblin Gang Void Bandit
Arrows Firecracker Ice Wizard
Arrows
Void Goblin Gang Firecracker
Arrows Firecracker
Void Arrows
Firecracker
Electro Spirit Goblin Gang Firecracker
Firecracker Void
Void Firecracker Bandit

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