My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Skeleton King Mighty Miner Archer Queen Monk

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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Flying Machine Zappies Goblin Giant Ram Rider

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.

Knight Flying Machine Zappies Goblin Giant Ram Rider

Offensive cards

Win conditions

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

Goblin Giant Ram Rider

Damage spells

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

Rocket

Punishments

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

Goblin Gang Goblin Giant Ram Rider

Pump responses

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

Rocket

Dropped at the bridge

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

Knight Goblin Gang Flying Machine Goblin Giant Ram Rider

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.

Ram Rider

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 Guards Ram Rider
Giant Snowball
Goblin Gang Flying Machine Zappies Guards Ram Rider
Zap
Goblin Gang Flying Machine Zappies Guards Goblin Giant Ram Rider
Barbarian Barrel
Knight Goblin Gang Zappies Guards
The Log
Goblin Gang Zappies Guards Ram Rider
Earthquake
Goblin Gang Zappies Guards
Arrows
Goblin Gang Flying Machine Zappies Guards
Royal Delivery
Knight Goblin Gang Flying Machine Zappies Guards Ram Rider
Fireball
Goblin Gang Flying Machine Zappies Ram Rider
Poison
Goblin Gang Flying Machine Zappies Guards
Lightning
Knight Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Rocket

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.

Knight Rocket Guards

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.

Knight Goblin Gang Guards Flying Machine Zappies Ram Rider Rocket Goblin Giant

Shortest cycle

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

13 Knight Goblin Gang Guards Flying Machine

Attack Synergies 1 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.

Knight
Goblin Gang Flying Machine Zappies Ram Rider
Goblin Gang
Knight Goblin Giant
Flying Machine
Knight Zappies Goblin Giant Ram Rider
Zappies
Knight Flying Machine Goblin Giant Ram Rider
Rocket
Guards
Ram Rider
Goblin Giant
Goblin Gang Flying Machine Zappies
Ram Rider
Knight Flying Machine Zappies Guards

Defense Synergies 1 8

Knight
Goblin Gang Flying Machine Zappies
Goblin Gang
Knight Flying Machine Zappies Guards
Flying Machine
Knight Goblin Gang Zappies Guards
Zappies
Knight Goblin Gang Flying Machine Guards
Rocket
Guards
Goblin Gang Flying Machine Zappies
Goblin Giant
Ram Rider

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.

Rocket Knight Flying Machine Zappies Goblin Giant Ram Rider
Knight Goblin Gang Flying Machine Zappies Ram Rider
Goblin Gang Rocket Ram Rider Knight Zappies
Knight Goblin Gang Zappies Guards Ram Rider
Rocket
Goblin Gang Flying Machine Zappies Guards
Rocket Ram Rider Goblin Gang Flying Machine Zappies
Rocket Flying Machine Goblin Giant Ram Rider
Zappies Goblin Gang
Knight Goblin Gang Guards Zappies
Goblin Gang Guards Knight Flying Machine Zappies Goblin Giant Ram Rider
Goblin Gang Flying Machine Zappies Ram Rider
Knight Goblin Gang Flying Machine Zappies Rocket Guards Ram Rider
Rocket Goblin Gang Zappies Guards
Knight Goblin Gang Zappies Ram Rider
Rocket Goblin Gang Zappies Ram Rider
Knight Goblin Gang Zappies
Knight Goblin Gang Flying Machine Zappies Guards Ram Rider
Knight Flying Machine Zappies Guards Ram Rider
Zappies Ram Rider
Goblin Gang Knight Flying Machine Zappies Guards Goblin Giant

Counters to secondary win conditions

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

Knight Goblin Gang Guards Zappies
Knight Goblin Gang Flying Machine Rocket
Goblin Gang Zappies Guards Knight Rocket Goblin Giant Ram Rider
Goblin Gang Rocket Guards Knight Zappies Goblin Giant Ram Rider
Knight Goblin Gang Zappies Guards Goblin Giant Ram Rider
Rocket Goblin Gang Flying Machine Zappies Goblin Giant Ram Rider
Goblin Gang Rocket Guards Knight Flying Machine Zappies Goblin Giant Ram Rider
Knight Zappies Goblin Giant
Rocket Knight Flying Machine Zappies
Goblin Gang Zappies Guards Goblin Giant
Knight Flying Machine Zappies Guards
Rocket Guards Goblin Giant
Rocket Knight Goblin Gang Zappies Guards Goblin Giant Ram Rider
Flying Machine Zappies
Goblin Gang Zappies Guards Knight Flying Machine Rocket Goblin Giant
Flying Machine Zappies

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.)

Knight Flying Machine Rocket Guards
Flying Machine Ram Rider
Rocket Flying Machine Goblin Giant
Knight Flying Machine Rocket Guards
Rocket
Flying Machine Rocket Goblin Giant Ram Rider
Flying Machine
Flying Machine Ram Rider
Flying Machine Ram Rider
Rocket Goblin Gang Guards
Rocket Knight Flying Machine Ram Rider
Flying Machine Rocket
Flying Machine Rocket Knight
Flying Machine Rocket
Flying Machine
Rocket Flying Machine
Flying Machine Rocket
Rocket
Rocket
Rocket Flying Machine
Rocket Flying Machine
Rocket
Rocket
Rocket
Rocket Flying Machine
Flying Machine Ram Rider
Flying Machine Ram Rider
Rocket
Flying Machine
Rocket Flying Machine Zappies Guards
Rocket
Rocket Zappies
Rocket
Goblin Gang Flying Machine Zappies Rocket Guards
Rocket Flying Machine Zappies Ram Rider
Knight Goblin Gang Flying Machine Rocket
Flying Machine
Rocket
Flying Machine
Goblin Gang Flying Machine Zappies Rocket Guards
Flying Machine Zappies Rocket
Flying Machine Rocket Goblin Giant

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