My Best Clash Royale Deck

Deck Check Rating

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

3 problems 5 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
Warning No ground units!

You don't have any ground unit. You need those to stop or distract certain ground units. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Missing

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.

Missing

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Arrows Earthquake Rocket Goblin Curse Void The Log

Punishments

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

Graveyard

Pump responses

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

Earthquake Rocket Void Graveyard

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

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 Curse Clone Graveyard
Giant Snowball
Goblin Curse Clone Graveyard
Zap
Goblin Curse Clone Graveyard
Barbarian Barrel
Goblin Curse Clone Graveyard
The Log
Goblin Curse Clone Graveyard
Earthquake
Clone Graveyard
Arrows
Goblin Curse Clone Graveyard
Royal Delivery
Clone Graveyard
Fireball
Clone
Poison
Goblin Curse Clone Graveyard
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Earthquake Rocket The Log

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 Rocket Goblin Curse Clone

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.

Goblin Curse The Log Arrows Earthquake Clone Void Graveyard Rocket

Shortest cycle

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

10 Goblin Curse The Log Arrows Earthquake

Attack Synergies 5 4

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.

Arrows
Goblin Curse Void Graveyard Earthquake
Earthquake
Goblin Curse Arrows The Log Graveyard
Rocket
Goblin Curse
Arrows Earthquake The Log
Clone
Void
Arrows
The Log
Goblin Curse Earthquake Graveyard
Graveyard
Arrows Earthquake The Log

Defense Synergies 1 2

Arrows
Void
Earthquake
The Log
Rocket
The Log
Goblin Curse
Clone
Void
Arrows
The Log
Earthquake Rocket
Graveyard

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 Rocket Void The Log
Goblin Curse The Log
Rocket Goblin Curse Void
Goblin Curse
Arrows Earthquake Rocket The Log
Arrows The Log Earthquake
Rocket Arrows Goblin Curse Void
Earthquake Rocket Arrows Void The Log
Goblin Curse
Goblin Curse Arrows Earthquake The Log
Arrows Goblin Curse
Earthquake Rocket Goblin Curse The Log
Rocket Arrows Earthquake Goblin Curse The Log
Goblin Curse
Rocket Goblin Curse The Log
Arrows
Arrows The Log
Arrows Earthquake The Log Goblin Curse
Goblin Curse
Arrows Earthquake Goblin Curse The Log

Counters to secondary win conditions

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

Void
Void Arrows Rocket The Log
Rocket The Log
Rocket The Log
Goblin Curse
Arrows Rocket Goblin Curse
Rocket Void
Goblin Curse
Rocket Void The Log
Goblin Curse
Rocket Arrows Void The Log
Rocket Goblin Curse
Goblin Curse
Rocket The Log
Arrows Earthquake Goblin Curse The Log
Arrows Void
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.)

Earthquake Void Arrows Rocket The Log
Arrows Void Goblin Curse The Log
Earthquake Rocket Arrows Void The Log
Earthquake Arrows Rocket Void The Log
Rocket Arrows Earthquake Goblin Curse The Log
Arrows Rocket Goblin Curse
Arrows Earthquake The Log
Arrows Earthquake The Log Goblin Curse
Arrows Void The Log
Rocket Void
Rocket Void Arrows Earthquake The Log
Void Arrows Rocket Goblin Curse
Earthquake Rocket Void The Log
Earthquake Arrows Rocket Void
Earthquake Arrows The Log
Earthquake Rocket Arrows The Log
Earthquake Arrows Rocket The Log
Arrows Earthquake Rocket
Rocket
Rocket Void Arrows Earthquake The Log
Rocket Arrows Earthquake Goblin Curse Void The Log
Rocket Earthquake Void The Log
Rocket Arrows Void
Rocket Void The Log
Earthquake Rocket Arrows Void The Log
Arrows Earthquake Goblin Curse The Log
Arrows Void The Log Earthquake
Void Arrows The Log
Rocket Void Arrows Goblin Curse The Log
Arrows Goblin Curse Void
Rocket Void
Void
Void Arrows Earthquake Rocket The Log
Rocket Void Arrows
Rocket Arrows Earthquake Goblin Curse The Log
Earthquake Rocket Void
Rocket Arrows Goblin Curse
Arrows The Log
Void Rocket
Arrows The Log Earthquake
Rocket Void Arrows
Rocket The Log
Rocket Void
Void Rocket The Log
Rocket Void
Void

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