My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Goblin Gang Wizard Hunter

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.

Giant Wizard Hunter Mega Knight

Offensive cards

Win conditions

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

Giant Goblin Barrel

Damage spells

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

Giant Snowball Earthquake

Punishments

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

Goblin Gang Giant Goblin Barrel Mega Knight

Pump responses

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

Earthquake Goblin Barrel

Dropped at the bridge

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

Goblin Gang Giant Mega Knight

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.

Goblin Barrel

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 Giant Goblin Barrel
Giant Snowball
Goblin Gang Goblin Barrel
Zap
Goblin Gang Goblin Barrel
Barbarian Barrel
Goblin Gang Wizard Goblin Barrel Hunter
The Log
Goblin Gang Goblin Barrel Hunter
Earthquake
Goblin Gang Goblin Barrel
Arrows
Goblin Gang Goblin Barrel
Royal Delivery
Goblin Gang Wizard Goblin Barrel Hunter
Fireball
Goblin Gang Wizard Goblin Barrel Hunter
Poison
Goblin Gang Wizard Hunter
Lightning
Wizard Hunter
Rocket
Wizard Hunter

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Wizard Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Earthquake Wizard Hunter Mega Knight

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.

Mega Knight

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.

Goblin Barrel

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 Wizard Goblin Barrel

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.

Giant Snowball Goblin Gang Earthquake Goblin Barrel Hunter Giant Wizard Mega Knight

Shortest cycle

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

11 Giant Snowball Goblin Gang Earthquake Goblin Barrel

Attack Synergies 5 11

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.

Giant Snowball
Earthquake Giant Goblin Barrel Hunter Mega Knight
Goblin Gang
Goblin Barrel Giant
Earthquake
Giant Snowball Giant Hunter Mega Knight
Giant
Earthquake Goblin Barrel Hunter Giant Snowball Goblin Gang Wizard
Wizard
Giant Mega Knight
Goblin Barrel
Goblin Gang Giant Giant Snowball Mega Knight
Hunter
Giant Giant Snowball Earthquake Mega Knight
Mega Knight
Giant Snowball Earthquake Wizard Goblin Barrel Hunter

Defense Synergies 2 6

Giant Snowball
Goblin Gang Mega Knight Earthquake Wizard Hunter
Goblin Gang
Giant Snowball
Earthquake
Giant Snowball Mega Knight
Giant
Wizard
Giant Snowball Mega Knight
Goblin Barrel
Hunter
Giant Snowball Mega Knight
Mega Knight
Giant Snowball Earthquake Wizard Hunter

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.

Earthquake Wizard
Hunter Goblin Gang Mega Knight
Goblin Gang Hunter Mega Knight Giant Snowball
Hunter Goblin Gang Mega Knight
Earthquake Mega Knight
Goblin Gang Giant Snowball Earthquake Hunter Mega Knight
Giant Snowball Hunter Goblin Gang Wizard
Earthquake Mega Knight
Hunter Goblin Gang
Goblin Gang Giant Snowball Hunter Mega Knight
Goblin Gang Giant Snowball Earthquake Wizard Hunter Mega Knight
Hunter Giant Snowball Goblin Gang Wizard
Hunter Mega Knight Giant Snowball Goblin Gang Earthquake Wizard
Wizard Mega Knight Giant Snowball Goblin Gang Earthquake Hunter
Goblin Gang Hunter Mega Knight
Giant Snowball Goblin Gang Hunter Mega Knight
Wizard Mega Knight Goblin Gang Hunter
Mega Knight Giant Snowball Goblin Gang Wizard Hunter
Giant Snowball Earthquake Wizard Hunter Mega Knight
Hunter
Goblin Gang Wizard Mega Knight Giant Snowball Earthquake Hunter

Counters to secondary win conditions

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

Goblin Gang Mega Knight Giant Snowball
Giant Snowball Goblin Gang Wizard Hunter Mega Knight
Goblin Gang Mega Knight Hunter
Goblin Gang Hunter Mega Knight
Goblin Gang Hunter Mega Knight
Wizard Giant Snowball Goblin Gang Hunter
Goblin Gang Hunter
Mega Knight Hunter
Mega Knight Giant Snowball
Goblin Gang
Mega Knight Hunter
Mega Knight Giant Snowball
Mega Knight Goblin Gang Wizard Hunter
Wizard Mega Knight
Goblin Gang Hunter
Mega Knight Giant Snowball Earthquake Wizard Hunter

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.)

Earthquake
Giant Snowball
Earthquake
Earthquake
Wizard Giant Snowball Earthquake Mega Knight
Wizard Giant Snowball Hunter
Earthquake Wizard
Earthquake Giant Snowball Wizard Hunter
Giant Snowball Wizard
Giant Snowball Goblin Gang
Earthquake Wizard
Giant Snowball Wizard
Earthquake Giant Snowball Hunter
Earthquake
Earthquake Giant Snowball
Earthquake Giant Snowball Wizard Hunter
Earthquake Wizard Mega Knight
Giant Snowball Earthquake
Giant Snowball Earthquake Wizard Hunter Mega Knight
Giant Snowball Earthquake Wizard Mega Knight
Earthquake Mega Knight
Giant Snowball Wizard
Earthquake Giant Snowball
Giant Snowball Earthquake Wizard Hunter Mega Knight
Giant Snowball Earthquake Wizard Hunter
Giant Snowball Wizard Mega Knight
Giant Snowball Wizard Hunter
Giant Snowball Wizard
Giant Snowball
Giant Snowball Earthquake Wizard Hunter Mega Knight
Giant Snowball
Mega Knight
Giant Snowball Earthquake Wizard
Earthquake Goblin Gang
Giant Snowball Wizard Hunter
Goblin Gang Wizard Hunter Mega Knight
Giant Snowball Earthquake Wizard
Giant Snowball
Mega Knight
Giant Snowball Goblin Gang
Giant Snowball
Giant Snowball Mega Knight

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